Information processing method and electronic device
By configuring virtual objects in electronic devices to a non-interactive state, the problem of erroneous triggering caused by an excessive number of virtual objects was solved, thus improving the user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- HUAWEI TECH CO LTD
- Filing Date
- 2024-12-27
- Publication Date
- 2026-06-30
AI Technical Summary
During games or videos on electronic devices, the large number of virtual objects can easily lead to users triggering errors, resulting in slower game progress and a decreased user experience.
By configuring the first virtual object to a non-interactive state to avoid erroneous triggering of the virtual object, a blocking module and a custom module are used to intercept triggering events, and a coordinate configuration interface is used to assist users in adjusting the interaction state.
It effectively avoids the erroneous triggering of virtual objects, improves the efficiency of user interaction state configuration, and enhances the user experience of games and videos.
Smart Images

Figure CN122308978A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of terminal technology, and in particular to an information processing method and an electronic device. Background Technology
[0002] Nowadays, with the continuous development and innovation of internet technology, the intelligence of electronic devices is constantly improving, and people frequently use electronic devices to watch videos, play games, and so on. It is precisely because of the development of the intelligence of electronic devices that the ways people interact with them are becoming increasingly diverse.
[0003] Taking the game scene as an example, more and more game types and gameplay have gradually appeared in people's lives in line with the development of Internet technology. For example, role-playing games (RPG), shooting games (STG), strategy games (SLG), and multiplayer online battle arena (MOBA) games.
[0004] During gameplay, users need to interact with virtual objects (such as virtual controls and virtual characters) in the game scene to complete designated game tasks and achieve victory. Currently, to facilitate users in completing game tasks, developers often set up a large number of virtual objects (e.g., numerous virtual controls) to simplify the user's gameplay. However, during gameplay, the large number of virtual objects displayed on the screen can easily lead to error triggering, slowing down the user's progress and ultimately affecting the user's gaming experience. Summary of the Invention
[0005] This application provides an information processing method and an electronic device, in which a user can set the interactive state of a first virtual object. By configuring the first virtual object to a non-interactive state, the user can avoid accidentally triggering the first virtual object when it is not necessary.
[0006] To achieve the above objectives, the embodiments of this application adopt the following technical solutions:
[0007] Firstly, an information processing method is provided, applied to an electronic device displaying a first screen, on which at least one virtual object is displayed; the at least one virtual object includes a first virtual object. Firstly, in response to receiving a first interactive operation on the first virtual object, the method displays the display effect triggered by the operation on the first virtual object on the first screen. Secondly, in response to receiving a first configuration event, the method configures the first virtual object to a non-interactive state. Finally, upon receiving a second interactive operation on the first virtual object, the method abandons responding to the second interactive operation. Thus, even if a user mistakenly triggers the first virtual object, the display effect triggered by the operation on the first virtual object will not be rendered on the first screen, thereby preventing the mistaken triggering of the first virtual object from interfering with other displayed content on the first screen.
[0008] In one possible implementation of the first aspect, a first virtual object is displayed in a first display state on a first screen. In response to receiving a second configuration event, the electronic device adjusts the first virtual object from the first display state to a second display state. After adjusting the first virtual object to the second display state, the electronic device, in response to a received third interactive operation, acquires a second screen. At this time, the first virtual object displayed in the second screen is shown in the second display state. Thus, the display state of the first virtual object can be dynamically adjusted during its display process.
[0009] In one possible implementation of the first aspect, when the electronic device configures the first virtual object to a non-interactive state in response to receiving a first configuration event, firstly, in response to receiving the first configuration event, a target area including at least one first virtual object is obtained. Secondly, the target area is configured to a non-interactive state.
[0010] Therefore, when the first virtual object is a virtual object with a complex outline (e.g., virtual character, virtual building, etc.), it is no longer necessary to identify the coverage area of the first virtual object. The first virtual object can be configured into a non-interactive state by directly configuring the target area to which it belongs. This simplifies the complexity of the interactive state configuration process and improves the efficiency of interactive state configuration.
[0011] Furthermore, when a user wants to adjust the interaction state of multiple first virtual objects, they can configure multiple first virtual objects to a non-interactive state in batches by configuring the target area containing multiple first virtual objects to a non-interactive state, thereby further improving the configuration efficiency of the interaction state.
[0012] In one possible implementation of the first aspect, when the target area is configured to be non-interactive, the electronic device abandons responding to the second interactive operation after receiving it in the target area. At this time, since the entire target area is configured to be non-interactive, regardless of whether the second interactive operation performed in the target area "hits" the first virtual object, it is considered an abandonment of responding to the second interactive operation. Thus, even if the second interactive operation performed by the user does not "hit" the coverage area of the first virtual object, the response to the second interactive operation can be abandoned, avoiding the problem of erroneous triggering.
[0013] In one possible implementation of the first aspect, when the electronic device responds to receiving a first configuration event and acquires a target area, firstly, the electronic device displays a coordinate configuration interface in response to the received first configuration event. Secondly, the electronic device acquires the first coordinate information input by the user in the coordinate configuration interface. Then, based on the mapping relationship between the screen coordinate system and the reference coordinate system, the electronic device maps the first coordinate information to the reference coordinate system to obtain the second coordinate information of the target area in the reference coordinate system. In this way, even if the user is unaware of the reference coordinate system of the application scenario, they can still select the target area for which they want to adjust the interactive state by inputting coordinate information.
[0014] In one possible implementation of the first aspect, the method further includes: reporting the second coordinate information to a cloud device so that the cloud device can recommend candidate regions.
[0015] In one possible implementation of the first aspect, firstly, the electronic device, in response to receiving a first configuration event, acquires second coordinate information sent by the cloud device. Secondly, based on the acquired second coordinate information, the electronic device determines the target area in the first screen. In this way, without requiring additional user intervention, the system assists the user in locating the target area, thereby enabling adjustments to the interactive state of the target area and / or virtual objects within it.
[0016] In one possible implementation of the first aspect, the first configuration event includes at least one of the following: triggering a first control on a first screen, triggering a first virtual object, displaying a preset scene, the user executing a preset game task, or entering a preset game stage. The first control is used to trigger the configuration of the first virtual object into a non-interactive state.
[0017] In one possible implementation of the first aspect, the method further includes: displaying a settings interface in the handheld electronic device, wherein a second control is displayed in the settings interface; and displaying a first control on a first screen in response to a user's trigger operation on the second control. This allows the user to configure whether the first control should be displayed on the first screen using the second control in the settings interface.
[0018] In one possible implementation of the first aspect, when the electronic device responds to the second configuration event and adjusts the first virtual object from a first display state to a second display state, firstly, the electronic device responds to the second configuration event and triggers the display of a parameter configuration interface on the first screen. Secondly, it acquires the display parameters input by the user in the parameter configuration interface. Finally, based on the acquired display parameters, it adjusts the display state of the first virtual object to change it from the first display state to the second display state. Thus, the dynamic adjustment of the display state of the first virtual object can be achieved during the display of the first screen.
[0019] In one possible implementation of the first aspect, firstly, in response to a trigger operation performed on a control set in the first screen, a settings interface including a second control is displayed. Secondly, in response to a trigger operation performed on the second control, a coordinate configuration interface is displayed.
[0020] In one possible implementation of the first aspect, the third interactive operation includes screen recording and / or screenshotting; the display parameters include at least one of the following: transparency, color, size, and object name. When the display parameters include transparency, the transparency of the first virtual object displayed in the second display state is higher than the transparency of the first virtual object displayed in the first display state.
[0021] In one possible implementation of the first aspect, the second configuration event includes at least one of the following: triggering a third control on the first screen, triggering a first virtual object, displaying a preset scene, the user performing a preset game task, or entering a preset game stage.
[0022] In one possible implementation of the first aspect, the virtual object includes at least one of the following: virtual character, virtual control, non-player character, virtual item, virtual building, and user-sent bullet comments.
[0023] In a second aspect, an electronic device is provided, the electronic device including a memory and one or more processors; the memory is coupled to the processors; wherein the memory stores computer program code, the computer program code including computer instructions, and when the computer instructions are executed by the processor, the electronic device performs the information processing method as described in the first aspect and any implementation thereof.
[0024] Thirdly, a computer-readable storage medium is provided, including computer instructions that, when executed on an electronic device, cause the electronic device to perform the information processing method as described in the first aspect and any implementation thereof.
[0025] Fourthly, a computer program product is provided that, when run on an electronic device, causes the electronic device to execute the information processing method as described in the first aspect and any of its implementations.
[0026] The beneficial effects that the electronic device provided in the second aspect, the computer-readable storage medium provided in the third aspect, and the computer program product provided in the fourth aspect can achieve are similar to the beneficial effects that can be achieved in the first aspect and any of its implementations, and will not be repeated here. Attached Figure Description
[0027] Figure 1 This illustration shows one of the human-computer interaction triggering scenarios provided in an embodiment of this application;
[0028] Figure 2 This illustration shows a schematic diagram of a game rendering process provided in an embodiment of this application;
[0029] Figure 3 A schematic diagram of the hardware structure of an electronic device provided in an embodiment of this application is shown;
[0030] Figure 4 A schematic diagram of the software structure of an electronic device provided in an embodiment of this application is shown;
[0031] Figure 5 A flowchart of an information processing method provided in an embodiment of this application is shown;
[0032] Figure 6 This illustration shows a second schematic diagram of a human-computer interaction triggering scenario provided in an embodiment of this application;
[0033] Figure 7 This illustration shows a target area diagram provided in an embodiment of this application;
[0034] Figure 8 This illustration shows a schematic diagram of a coordinate configuration interface provided in an embodiment of this application;
[0035] Figure 9 This illustration shows a coordinate mapping process provided in an embodiment of this application;
[0036] Figure 10 This illustration shows one of the schematic diagrams of a settings interface provided in an embodiment of this application;
[0037] Figure 11 This is a second schematic diagram of a settings interface provided in an embodiment of this application;
[0038] Figure 12 This illustration shows a target region selection process provided in an embodiment of this application;
[0039] Figure 13 This illustration shows a third schematic diagram of a human-computer interaction triggering scenario provided in an embodiment of this application;
[0040] Figure 14 This illustration shows a schematic diagram of an interactive interception process provided in an embodiment of this application;
[0041] Figure 15 This illustration shows a schematic diagram of an interactive response process provided in an embodiment of this application;
[0042] Figure 16 This illustration shows a schematic diagram of a display state adjustment effect provided in an embodiment of this application;
[0043] Figure 17 This illustration shows a schematic diagram of a parameter adjustment interface provided in an embodiment of this application;
[0044] Figure 18 This illustration shows a schematic diagram of a display state adjustment process provided in an embodiment of this application;
[0045] Figure 19 This illustration shows a schematic diagram of an information processing procedure provided in an embodiment of this application;
[0046] Figure 20 A schematic diagram of the hardware structure of another electronic device provided in an embodiment of this application is shown. Detailed Implementation
[0047] The technical solutions of the embodiments of this application will be described below with reference to the accompanying drawings. In the description of this application, unless otherwise stated, " / " indicates that the objects before and after are in an "or" relationship. For example, A / B can represent A or B. "And / or" in this application is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, and B alone, where A and B can be singular or plural. Furthermore, in the description of this application, unless otherwise stated, "multiple" refers to two or more. "At least one of the following" or similar expressions refer to any combination of these items, including any combination of single or plural items. For example, at least one of a, b, or c can represent: a, b, c, ab, ac, bc, or abc, where a, b, and c can be single or multiple. Furthermore, to facilitate a clear description of the technical solutions in the embodiments of this application, the terms "first" and "second" are used in the embodiments of this application to distinguish identical or similar items with substantially the same function and effect. Those skilled in the art will understand that the terms "first" and "second" do not limit the quantity or execution order, and that "first" and "second" are not necessarily different. Meanwhile, in the embodiments of this application, the terms "exemplary" or "for example" are used to indicate that something is being used as an example, illustration, or description. Any embodiment or design scheme described as "exemplary" or "for example" in the embodiments of this application should not be construed as being more preferred or advantageous than other embodiments or design schemes. Specifically, the use of terms such as "exemplary" or "for example" is intended to present related concepts in a concrete manner for ease of understanding.
[0048] Furthermore, the business scenarios described in the embodiments of this application are for the purpose of more clearly illustrating the technical solutions of the embodiments of this application, and do not constitute a limitation on the technical solutions provided by the embodiments of this application. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided by the embodiments of this application are also applicable to similar technical problems.
[0049] In people's leisure time, electronic devices are frequently used for watching videos, playing games, and so on. To increase user engagement and improve the user experience during video viewing (or gaming), a large number of interactive virtual objects are usually set up in the screen of electronic devices to enrich the user's interaction methods. However, the setting of a large number of interactive virtual objects makes it easier for users to accidentally trigger virtual objects during use.
[0050] Taking a game scenario as an example, during gameplay, users need to interact with virtual objects (such as virtual controls and virtual characters) within the game environment to complete designated game tasks and achieve victory. From a developer's perspective, to better assist users in completing game tasks, developers typically set up a large number of virtual objects in the graphical user interface (e.g., numerous virtual controls and non-player virtual characters) to facilitate users triggering game skill releases or entering game phases, thereby simplifying the user's gaming experience. However, if there are too many virtual objects in the graphical user interface, the problem of incorrectly triggering virtual objects during user interaction is more likely to occur. This, in turn, slows down the user's game progress and negatively impacts the user's gaming experience.
[0051] For example, during a user's game, a non-player character (NPC) appears in the first screen displayed on the electronic device. Currently, the user needs to interact with the NPC (e.g., click on the NPC) to complete game tasks (e.g., capture the NPC). At this time, several virtual controls pre-set by the developers are also displayed in the first screen, such as... Figure 1 As shown in (a). Therefore, during the process of a user capturing an NPC, it is easy to accidentally trigger virtual controls (e.g., clicking on a virtual control).
[0052] Taking video scenarios as an example, during video viewing, users can adjust playback parameters such as playback status, progress, and speed at any time to better meet their viewing needs. To facilitate these adjustments, developers provide various methods. For instance, users can adjust the playback status using virtual controls (e.g., pause controls) or by clicking on the video screen.
[0053] Building upon this, to enhance interaction among users while watching videos, users can also express their opinions and communicate with other users by posting bullet comments (which can also be considered as interactive virtual objects). However, if a user chooses to pause video playback by clicking on the video screen, an error will occur where bullet comments are incorrectly triggered.
[0054] For example, during a user's video viewing, the first screen displays the video frame, playback controls, progress adjustment controls, and virtual objects such as bullet comments. If the number of bullet comments displayed on the first screen is too large, the user may accidentally click on a bullet comment when clicking on the video frame to pause playback. Figure 1 As shown in (b).
[0055] Taking a game scenario as an example, during gameplay, when the user-controlled virtual character is battling against opposing virtual characters, exciting "one against many" battles may occur. Typically, when such exciting battles happen, users will record the current battle using methods such as screen recording. If, at this time, a friendly virtual character is also present in the battle scene, the user may mistakenly record the friendly virtual character in the battle scene, causing partial obstruction of the friendly virtual character's display.
[0056] For example, during a user's game, the battle screen displayed on the electronic device shows the user-controlled virtual character, multiple enemy virtual characters, and friendly virtual characters. When an exciting "one against many" battle occurs between the user-controlled virtual character and multiple enemy virtual characters, the user triggers a screen recording event to record the current battle. At this time, because friendly virtual characters are also in the battle screen, the screen recording obtained by the user mistakenly records friendly virtual characters, causing friendly virtual characters to obstruct the user's view of the battle screen and / or enemy virtual characters, such as... Figure 1 As shown in (c).
[0057] Based on the above, this application provides an information processing method for a first virtual object displayed in a first screen. First, in response to receiving a first interactive operation on the first virtual object, the display effect triggered by the operation on the first virtual object can be displayed in the first screen. Second, in response to receiving a first configuration event, the first virtual object is configured to a non-interactive state. Finally, if a second interactive operation on the first virtual object is received again, the response to the second interactive operation is abandoned. It is evident that the user can set the interactive state of the first virtual object. By configuring the first virtual object to a non-interactive state, the user can avoid accidentally triggering the first virtual object when it is not needed. Furthermore, the display effect triggered by the first virtual object can be prevented from obscuring other virtual objects and / or displayed content in the first screen.
[0058] This application provides an information processing method applied to an electronic device. Taking a mobile phone as the electronic device and a game scenario as the application scenario, it combines... Figure 2This section describes the game rendering process on an electronic device. A game application is downloaded to the mobile phone, and the user can play the game by tapping the screen, which triggers the rendering of game scenes and virtual objects. The game application includes a game logic layer, a rendering pipeline, and a rendering hardware interface layer (RHI). The game logic layer includes game scripts and game resources; the game scripts integrate a scene customization software development kit (SDK). The rendering pipeline uses both forward and deferred rendering strategies. The rendering hardware interface layer includes GLES and Vulkan rendering interfaces.
[0059] When a user taps the screen, the game logic layer captures the tap event and sends the content to be displayed, along with rendering parameters such as models and materials involved in the rendering process, to the rendering layer. The rendering layer then calls the rendering hardware interface layer's rendering interface to pass the aforementioned rendering parameters, thereby rendering the corresponding game scene and virtual objects on the phone screen.
[0060] The game script's scene customization SDK allows players to customize the rendering process of virtual objects during gameplay, and includes both a blocking module and a customization module. During game application operation, the blocking module can be called to configure the first virtual object into a non-interactive state, intercepting trigger events targeting that object when appropriate. The customization module can be called to adjust the display effects of virtual objects on the screen.
[0061] The aforementioned electronic devices can also include tablets, head-mounted displays, laptops, televisions, smart home devices, etc. Head-mounted displays can include virtual reality devices, augmented reality devices, and mixed reality devices.
[0062] The electronic device 100 involved in the information processing method described in this application embodiment can be found in [reference needed]. Figure 3 As shown. Electronic device 100 may include processor 110, external memory interface 120, internal memory 121, universal serial bus (USB) interface 130, charging management module 140, power management module 141, battery 142, antenna 1, antenna 2, mobile communication module 150, wireless communication module 160, and display screen 170, etc.
[0063] It is understood that the structures illustrated in the embodiments of this application do not constitute a specific limitation on the electronic device 100. In other embodiments of this application, the electronic device 100 may include more or fewer components than illustrated, or combine some components, or split some components, or have different component arrangements.
[0064] The processor 110 can be used to implement the above-described information processing method. The processor 110 may include one or more processing units, such as an application processor (AP), a modem processor, a graphics processing unit (GPU), an image signal processor (ISP), a controller, a memory, a video codec, a digital signal processor (DSP), a baseband processor, and / or a neural network processing unit (NPU). Different processing units can be independent devices or integrated into one or more processors.
[0065] The controller can be the nerve center and command center of the electronic device 100. The controller can generate operation control signals according to the instruction opcode and timing signals to complete the control of fetching and executing instructions.
[0066] The processor 110 may also include a memory for storing received configuration events, display effects, and other instructions and data. In some embodiments, the memory in the processor 110 is a cache memory. This memory can store instructions or data that the processor 110 has just used or that are used repeatedly. If the processor 110 needs to use the instruction or data again, it can directly retrieve it from the memory. This avoids repeated accesses, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.
[0067] The charging management module 140 receives charging input from a charger. The charger can be a wireless charger or a wired charger. In some wired charging embodiments, the charging management module 140 receives charging input from the wired charger via the USB interface 130. In some wireless charging embodiments, the charging management module 140 receives wireless charging input via the wireless charging coil of the electronic device 100. While charging the battery 142, the charging management module 140 can also supply power to the electronic device via the power management module 141.
[0068] The power management module 141 connects the battery 142, the charging management module 140, and the processor 110. The power management module 141 receives input from the battery 142 and / or the charging management module 140, and supplies power to the processor 110, internal memory 121, external memory, wireless communication module 160, display screen 170, etc. The power management module 141 can also monitor parameters such as battery capacity, battery cycle count, and battery health status (leakage current, impedance). In some other embodiments, the power management module 141 may also be located within the processor 110. In other embodiments, the power management module 141 and the charging management module 140 may be located in the same device.
[0069] The wireless communication function of electronic device 100 can be realized through antenna 1, antenna 2, mobile communication module 150, wireless communication module 160, modem processor and baseband processor, etc.
[0070] Electronic device 100 implements display functions through a GPU, display screen 170, and application processor, such as displaying a first screen including at least one virtual object, or displaying a first screen showing the display effects triggered by operating the first virtual object. The GPU is a microprocessor for image processing, connected to the display screen 170 and the application processor. The GPU is used to perform mathematical and geometric calculations and for graphics rendering. Processor 110 may include one or more GPUs, which execute program instructions to generate or modify display information.
[0071] The display screen 170 includes a display panel. The display panel may be a liquid crystal display (LCD), an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode (AMOLED), a flexible light-emitting diode (FLED), a minimized LED, a microLED, a quantum dot light-emitting diode (QLED), etc. In some embodiments, the electronic device 100 may include one or N displays 170, where N is a positive integer greater than 1.
[0072] The external storage interface 120 can be used to connect an external memory card, such as a Micro SD card, to expand the storage capacity of the electronic device 100. The external memory card communicates with the processor 110 through the external storage interface 120 to perform data storage functions. For example, music, games, videos, and other files can be saved on the external memory card.
[0073] Internal memory 121 can be used to store computer executable program code, which includes instructions. Processor 110 executes various functional applications and data processing of electronic device 100 by running the instructions stored in internal memory 121. Internal memory 121 may include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function (such as sound playback, image playback, etc.), etc. The data storage area may store data created during the use of electronic device 100 (such as audio data, phonebook, etc.). Furthermore, internal memory 121 may include high-speed random access memory and may also include non-volatile memory, such as at least one disk storage device, flash memory device, universal flash storage (UFS), etc.
[0074] The electronic device provided in this application embodiment can run an operating system (OS). This operating system can be various operating systems used in the industry, such as an operating system based on OpenHarmony, like HarmonyOS; or other operating systems such as Android. TM An operating system can refer to the iOS mobile operating system; it can also refer to various open-source operating systems or their derivatives, such as Linux OS and other embedded operating systems; or it can refer to future new operating systems, such as AI operating systems based on artificial intelligence. An operating system is a set of interconnected system software programs that manage and control the operation of electronic devices, utilize and run hardware and software resources, and provide public services to organize user interactions. In electronic devices, the operating system connects downwards to the physical devices at the hardware layer and upwards to provide a runtime environment for application software.
[0075] An operating system typically includes a kernel layer, a middleware layer, and an application layer. The application layer includes applications, which can include system applications and third-party applications. The middleware layer includes a suite of software providing various services to application developers, or frameworks providing services such as databases, multimedia, and graphics, or capabilities such as distributed scheduling and system scaling. For example, the middleware layer may include a framework layer and / or a system service layer. The framework layer provides application programming interfaces (APIs) and programming frameworks for applications in the application layer. The system service layer includes the system's core capabilities, providing services to applications through the framework layer. The kernel layer is the layer between hardware and software. The kernel layer may include hardware drivers and the operating system kernel. In addition to providing hardware drivers, the kernel layer also supports functions such as memory management and system process management.
[0076] The electronic devices we use in our daily lives come in various types and forms, and are applied in a wide range of scenarios. Therefore, based on the different forms and functions of electronic devices, different application scenarios, and different user needs, the operating systems used in these devices may also differ. The basic functions implemented by the electronic device provided in this application can be implemented using a general-purpose operating system or a dedicated operating system. To more clearly illustrate the implementation of the embodiments of this application under a specific operating system, the architecture of HarmonyOS is shown below. Those skilled in the art can deduce the implementation of the embodiments of this application under other specific operating systems, such as Android. TM Implementation under operating systems, etc.
[0077] The software architecture of an electronic device can be divided into several layers. In some embodiments, such as... Figure 4 As shown, from bottom to top, the layers are: kernel layer, system service layer, framework layer, and application layer. Layers communicate with each other through software interfaces. System functions can be tailored, added, or combined at the subsystem level depending on the deployment scenario of different device types, and each subsystem can also be tailored, added, or combined at the functional level.
[0078] The kernel layer includes, but is not limited to: the kernel abstract layer (KAL), the kernel subsystem, and the driver subsystem.
[0079] The Kernel Abstraction Layer (KAL) provides basic kernel capabilities to upper layers by shielding the differences between multiple kernels, including but not limited to process / thread management, memory management, file system, network management, and peripheral device management.
[0080] The kernel subsystem supports selecting a suitable OS kernel for different resource-constrained devices, including but not limited to Linux kernel, HarmonyOS kernel, LiteOS (lite operating system), etc.
[0081] Driver Subsystem: The driver framework is the foundation for the open system hardware ecosystem, providing unified peripheral access capabilities and a framework for driver development and management. The driver framework includes: display drivers, camera drivers, audio drivers, Bluetooth drivers, sensor drivers, etc.
[0082] The system service layer comprises the core capabilities of the system, providing services to applications through the framework layer. This layer involves multiple subsystem sets, including but not limited to: basic system capability subsystem set, basic software service subsystem set, enhanced software service subsystem set, and hardware service subsystem set.
[0083] The system's basic capability subsystem set provides the foundational capabilities for the operation, scheduling, and migration of distributed applications across multiple devices. This set may include distributed soft bus, distributed data management, distributed task scheduling, and Ark multi-language runtime; it may also include multi-modal input subsystem, graphics subsystem, security subsystem, and AI business subsystem.
[0084] The basic software service subsystem set provides public and general software services; the basic software service subsystem set may include an event notification subsystem, a telephone subsystem, a multimedia subsystem, etc.
[0085] The enhanced software service subsystem suite provides differentiated enhanced software services for different devices; the enhanced software service subsystem suite may include smart screen proprietary business subsystem, wearable proprietary business subsystem, IoT proprietary business subsystem, etc.
[0086] The hardware service subsystem set provides hardware services; the hardware service subsystem set may include a location service subsystem, a unified identity and access management (IAM) subsystem, a wearable proprietary hardware service subsystem, biometric identification, IoT proprietary hardware services, and other subsystems.
[0087] Distributed task scheduling enables distributed service management (discovery, synchronization, registration, and invocation), supporting remote startup, remote invocation, remote connection, and migration of applications across devices.
[0088] Distributed data management enables data synchronization, data storage, data sharing, and data access across all scenarios and devices.
[0089] The distributed soft bus provides communication-related capabilities for seamless interconnection between multiple devices, including: WLAN service capabilities, Bluetooth service capabilities, soft bus, inter-process communication (remote procedure call, RPC), and StarFlash communication capabilities.
[0090] Ark Multilingual Runtime is a unified compilation runtime platform designed to support the joint compilation and execution of multiple programming languages and multiple chip platforms.
[0091] The framework layer provides application programming interfaces (APIs) and programming frameworks for applications in the application layer. The framework layer includes: the ArkUI framework (which provides a complete infrastructure for UI development of system applications, including UI functions such as components, layouts, animations, and interactive events, as well as a real-time interface preview tool), the user application framework, and the Ability framework (an Ability is a lightweight application; the Ability framework schedules and manages the operation and lifecycle of Abilities). Different devices may have different operating systems, and the APIs they support may also differ.
[0092] The HarmonyOS API is a series of open capabilities provided to support HarmonyOS application development. The HarmonyOS API can be set at the framework layer or independently of the framework layer. The HarmonyOS API includes the Audio API (audio service), Push API (push service), and Account API (account service), among others.
[0093] The application layer includes applications. Applications can include system applications and extended / third-party applications. System applications can include the desktop, control bar, settings, contacts, phone, camera, etc., while extended / third-party applications can include social applications, travel applications, game applications, video applications, etc.
[0094] The following description uses a mobile phone as an example to illustrate the information processing method provided in this application. The mobile phone screen displays a first screen. The first screen displays at least one virtual object, and the at least one virtual object includes the first virtual object. For example... Figure 5 As shown, the method may include the following steps S501-S503.
[0095] S501, the mobile phone responds to receiving a first interactive operation for a first virtual object and displays the display effect triggered by the operation on the first screen.
[0096] In this scenario, at least one virtual object is configured to be interactive in the first screen. Configuring a virtual object to be interactive means that the user can trigger human-computer interaction with the virtual object within the application scenario.
[0097] Application scenarios can include video playback, gaming, and music playback. In different application scenarios, users can trigger different human-computer interactions. For example, taking a gaming scenario, at least one virtual object displayed in the first screen includes non-player characters (NPCs) and virtual controls (e.g., skill controls). Assuming the first virtual object is an NPC, during gameplay, when the user needs to interact with the NPC to trigger game events, the user can perform a first interaction operation on the NPC (e.g., a click). At this time, the phone responds to the click operation, displaying the visual effects triggered by the interaction between the player-controlled virtual object and the NPC. For example, capturing the NPC in the game scene, such as... Figure 6 As shown in (a).
[0098] Taking a video playback scenario as an example, the first screen displays the video being watched by the user. At least one virtual object displayed on the first screen includes user-sent comments, a progress control for adjusting the video playback, and a playback control for controlling the video playback status. Taking the playback control as the first virtual object, when the user needs to pause the video playback, they can perform a first interactive operation (e.g., a click) on the playback control. At this time, the phone responds to the click operation and pauses the video being watched. Figure 6 As shown in (b).
[0099] The first interactive operation can refer to a touch operation performed by the user using the touch device on the mobile phone, which may include single-point touch operations (e.g., single click, long press, etc.) and multi-point touch operations, swipe operations, drag operations, etc. Alternatively, the first interactive operation can also refer to a voice control operation performed by the user using the sound acquisition device on the mobile phone (e.g., microphone, etc.). Alternatively, the first interactive operation can also refer to a trigger operation performed by the user using an additional input device (e.g., game controller, mouse, etc.).
[0100] For example, in a game scenario, the first interactive operation on the first virtual object may include: clicking a skill control, clicking a non-player character, dragging a virtual building, or controlling a virtual character with voice. In a video playback scenario, the first interactive operation on the first virtual object may include: clicking a pause / start control, dragging a progress control, clicking on a comment, or triggering a pause / start control with voice.
[0101] The display effects triggered by manipulating the first virtual object vary depending on the application scenario. For example, in a game scenario, when the first virtual object is a skill control, manipulating the skill control will trigger the release of a game skill within the game scene. In a video playback scenario, when the first virtual object is a bullet screen (or danmaku), manipulating the bullet screen will trigger the display of bullet screen details on the video screen, which may include information such as the number of shares and the posting time.
[0102] The virtual objects may include at least one of the following: virtual characters, virtual controls (e.g., skill controls), non-player characters (NPCs), virtual items (e.g., virtual weapons), virtual buildings (e.g., virtual shops), and user-sent bullet comments.
[0103] S502, the mobile phone responds to the received first configuration event and configures the first virtual object to a non-interactive state.
[0104] Specifically, configuring the first virtual object to a non-interactive state can, for example, make it untouchable. In other words, during the initial screen display, the user cannot interact with the first virtual object while it is in a non-interactive state.
[0105] In some implementations, the first configuration event can be triggered by the user; for example, the first configuration event includes at least one of the following: the user actively triggers the first control displayed on the first screen, the user actively triggers the first virtual object displayed on the first screen, etc. The first configuration event can also be automatically triggered by the mobile phone by detecting the content displayed on the first screen; for example, the first configuration event also includes at least one of the following: display of a preset scene, the user performing a preset game task, or entering a preset game stage.
[0106] The first control is a pre-set control that can be used to adjust the interactive state of the first virtual object displayed on the first screen. In other words, the first control can be triggered by the user to configure the first virtual object into a non-interactive state. For example, the first control can be displayed as a "block control" on the first screen, allowing the user to click the "block control" to configure the virtual object from an interactive state to a non-interactive state, thereby blocking the functions triggered by the virtual object.
[0107] In some implementations, the mobile phone can display a settings interface, in which a second control is shown. In response to a user's trigger action on the second control, the first control is displayed on the first screen. This allows the user to configure whether the first control should be displayed on the first screen using the second control in the settings interface.
[0108] If, during the display of the first screen, the user needs to adjust the interactive state of the virtual object, the interaction state adjustment function can be enabled by triggering a second control (e.g., an on / off control for the blocking function). Then, with the interaction state adjustment function enabled, a first control can be displayed on the first screen, allowing the user to adjust the interactive state of the virtual object using the first control.
[0109] If the user does not need to adjust the interactive state of the virtual object during the display of the first screen, the interactive state adjustment function can be turned off by triggering a second control (e.g., an on / off shielding function control). Furthermore, when the interactive state adjustment function is off, the first control will not be displayed on the first screen, thus avoiding obstruction of other displayed content.
[0110] Here, for the first control, with the interaction state adjustment function enabled, its display method on the first screen can be divided into at least two types: First, always displayed, meaning the first control is always displayed on the first screen until the first screen is no longer displayed on the phone. Second, displayed only when needed, meaning the first control is only displayed on the first screen for a certain period of time.
[0111] In some examples, when the first control is displayed in a timely manner, the phone can monitor control display events during the display of the first screen. Upon receiving a control display event, the phone can respond by timely triggering the display of the first control on the first screen. This avoids the first control being displayed on the first screen for an extended period, thus preventing it from obstructing other content displayed on the first screen.
[0112] The control display event can be automatically triggered by the mobile phone by detecting the content displayed on the first screen; for example, the control display event includes at least one of the following: display of a preset scene, user execution of a preset game task, and entry into a preset game stage. A preset scene can refer to a scene with a large number of virtual objects, a scene with preset virtual objects, etc. A preset game stage can include a game battle stage, a game preparation stage, etc.
[0113] Here, there are at least two ways to configure the first virtual object as non-interactive: First, as mentioned above, only configure the first virtual object as non-interactive. Second, configure the target area to which the first virtual object belongs as non-interactive.
[0114] When configuring the target area to which the first virtual object belongs as non-interactive, in some embodiments, the mobile phone, in response to receiving a first configuration event, acquires a target area including at least one first virtual object. Then, the mobile phone configures the target area as non-interactive.
[0115] Therefore, when the first virtual object is a virtual object with a complex outline (e.g., virtual character, virtual building, etc.), it is no longer necessary to identify the coverage area of the first virtual object. The first virtual object can be configured into a non-interactive state by directly configuring the target area to which it belongs. This simplifies the complexity of the interactive state configuration process and improves the efficiency of interactive state configuration.
[0116] Furthermore, when a user wants to adjust the interaction state of multiple first virtual objects, they can configure multiple first virtual objects to a non-interactive state in batches by configuring the target area containing multiple first virtual objects to a non-interactive state, thereby further improving the configuration efficiency of the interaction state.
[0117] For example, taking a game scene as an example, the first screen displays NPCs, virtual controls, and a first control (e.g., a hidden control). When the user clicks on a screen control, a target area is identified and displayed in the first screen, such as... Figure 7 As shown in the dashed box, the entire target area is now configured as non-interactive. Since multiple virtual controls are located within this target area, all virtual controls within the target area will be configured as non-interactive. While displaying the target area, the user will also be notified that the multiple virtual controls within the target area will be configured as non-interactive.
[0118] The target area can be a regular area (e.g., a rectangle, a circle, etc.) or an irregular area (e.g., the outline of a virtual character, etc.).
[0119] To facilitate user selection of the target area, multiple selection methods can be provided, such as inputting coordinate information, selecting candidate areas, or selecting candidate virtual objects. The phone can also respond differently to different selection methods to match the selected target area. For example, one method might determine the target area based on the user's input coordinate information; another might determine the target area based on the user's selection actions among multiple candidate areas; and a third might determine the target area based on the user's selection actions among multiple candidate virtual objects.
[0120] When a user selects a target area by inputting coordinate information, the mobile phone can respond in the following ways. In some implementations, firstly, the mobile phone responds to a received first configuration event by displaying a coordinate configuration interface on the phone. Secondly, it acquires the first coordinate information input by the user in the coordinate configuration interface. Then, based on the mapping relationship between the screen coordinate system and the reference coordinate system, and referring to parameters such as the placement state (e.g., landscape, portrait), rotation state, etc. of the phone screen, the mobile phone maps the first coordinate information to the reference coordinate system to obtain the second coordinate information of the target area in the reference coordinate system. Finally, the mobile phone locates the target area in the first screen based on the obtained second coordinate information.
[0121] The first coordinate information includes the coordinate information of multiple boundary points of the target area in the screen coordinate system. For example, taking the target area as a rectangular area and the boundary points as the four vertices of the rectangular area, the first coordinate information includes: the coordinate information of the upper left corner, the lower left corner, the upper right corner and the lower right corner in the screen coordinate system.
[0122] Here, the screen coordinate system is constructed with any point on the phone screen (e.g., the top left corner of the phone screen) as the origin.
[0123] The second coordinate information includes the coordinates of multiple boundary points of the target area in the reference coordinate system. For example, taking the target area as a rectangular area and the boundary points as the four vertices of the rectangular area, the second coordinate information includes: the coordinates of the top-left corner, bottom-left corner, top-right corner, and bottom-right corner of the target area in the reference coordinate system.
[0124] Here, the reference coordinate system is a coordinate system set for the application scenario in which the first virtual object is located.
[0125] In some examples, taking a game scenario as an example, the reference coordinate system can be the world coordinate system of the game world, and the second coordinate information includes the coordinates of multiple boundary points of the target area in the world coordinate system of the game world. Taking a video playback scenario as an example, the reference coordinate system can be the image coordinate system of the original video frame presented by the video data, and the second coordinate information includes the coordinates of multiple boundary points of the target area in the image coordinate system.
[0126] For example, a first control (e.g., a blocking control) is displayed in the first screen. When a user wants to configure the virtual object displayed in the first screen to be non-interactive, the user can click the blocking control to trigger the display of the coordinate configuration interface. At this time, the user can use the upper left corner of the phone screen as the origin and enter the first coordinate information of the four boundary points (e.g., four vertices) of the target area in the coordinate configuration interface [(a1,b1)(a2,b2)(a3,b3)(a4,b4)]. Figure 8 As shown.
[0127] After receiving the first coordinate information input by the user, the mobile phone maps this information from the screen coordinate system to a reference coordinate system to obtain the second coordinate information of the target area in the reference coordinate system. Assuming the reference coordinate system has its origin at the bottom right corner of the phone screen, and the screen width is w and height is h, then the mapped second coordinate information would be [(-(w-a1),h-b1)(-(w-a2),h-b2)(-(w-a3),h-b3)(-(w-a4),h-b4)]. Figure 8 As shown.
[0128] The following combination Figure 9 The coordinate mapping process is explained below. First, the first coordinate information input by the user, with the top left corner of the phone screen as the origin, is obtained. Second, the origin of the reference coordinate system is determined based on the phone screen's orientation and rotation. Finally, using the phone screen's width (w) and height (h), the first coordinate information is mapped to the reference coordinate system to obtain the second coordinate information of the target area within the reference coordinate system.
[0129] In some implementations, firstly, the phone responds to a trigger operation performed on a setting control in the first screen and displays a settings interface including a second control. Secondly, in response to a trigger operation performed on the second control, a coordinate configuration interface is displayed. Thus, even when the first control is not displayed in the first screen, the user can directly use the second control in the settings interface to trigger the display of the coordinate configuration interface and complete the selection of the target area.
[0130] For example, the first screen displays a settings control. When a user wants to configure the virtual object displayed on the first screen to be non-interactive, the user can click the settings control to trigger entry into the settings interface, such as... Figure 10 As shown. The settings interface displays a second control (e.g., a disable function control), which the user can enable by clicking the disable function control to trigger the display of the coordinate configuration interface.
[0131] For example, if the user does not need to adjust the interaction state of the virtual object, they can also disable the interaction state adjustment function by turning off the blocking function control (e.g., clicking the blocking function control again). Figure 11 As shown.
[0132] When a user selects a candidate region to determine the target region, the mobile phone can respond in the following ways. In some implementations, the mobile phone, upon receiving a first configuration event, displays multiple candidate regions on a first screen. Secondly, in response to the user's first selection operation among the multiple candidate regions, the mobile phone determines the candidate region selected by the first selection operation as the target region. This assists the user in quickly selecting the target region, even when the user is not sensitive to coordinate information or cannot accurately input coordinate information.
[0133] For example, a first control (e.g., a blocking control) is displayed in the first screen. When a user wants to configure a virtual object displayed in the first screen to be non-interactive, the user can click the blocking control to trigger the display of multiple candidate areas (e.g., candidate area 1 to candidate area 4), such as... Figure 12 As shown in (a). At this time, the user can perform a first selection operation on any candidate region, and determine the candidate region selected by the first selection operation as the target region, thereby completing the selection of the target region.
[0134] The candidate regions can be areas in the scene where virtual objects exist, such as areas with NPCs in a game scene or areas displaying bullet comments in a video playback scene. Multiple candidate regions can be regular areas (e.g., dividing the first screen evenly into multiple rectangular areas) or irregular areas (e.g., areas covered by virtual characters).
[0135] In some examples, multiple candidate regions can be recommended to the user by the cloud device. This can better assist the user in selecting the target region and prevent the user from setting a region without interactive virtual objects as the target region, thus failing to achieve effective configuration of the virtual object's interactive state.
[0136] The first selection operation can refer to a touch operation performed by the user using a touch device on the mobile phone (e.g., a touch sensor), which can include single-point touch operations (e.g., single click, long press, etc.) and multi-point touch operations, swipe operations, drag operations, etc. Alternatively, the first selection operation can also refer to a voice control operation performed by the user using a sound acquisition device on the mobile phone (e.g., a microphone, etc.). Alternatively, the first selection operation can also refer to a trigger operation performed by the user using an additional input device (e.g., a game controller, mouse, etc.).
[0137] When a user selects candidate virtual objects to determine a target area, the mobile phone can respond in the following way. In some implementations, in response to receiving a first configuration event, the mobile phone determines candidate virtual objects from at least one virtual object displayed on the first screen for the user to select. Secondly, in response to a second selection operation performed by the user among the candidate virtual objects, the mobile phone determines the candidate virtual object selected by the second selection operation as the target virtual object. Finally, the area covered by the target virtual object on the first screen is determined as the target area. This assists the user in quickly selecting the target area, even when the user is not sensitive to coordinate information or cannot accurately input coordinate information.
[0138] For example, a first control (e.g., a mask control) is displayed in the first screen. When a user wants to configure a virtual object displayed in the first screen to be non-interactive, the user can click the mask control to trigger the highlighting of multiple candidate virtual objects, such as... Figure 12 As shown in (b), multiple candidate virtual objects (including NPCs and virtual controls) in the first screen are highlighted using "dotted lines". At this point, the user can perform a second selection operation on at least one of the candidate virtual objects. The at least one candidate virtual object selected by the second selection operation is designated as the target object, and the area covered by the target object in the first screen is designated as the target area, thereby assisting the user in selecting the target area.
[0139] In this context, a candidate virtual object is an object among at least one virtual object that can interact with the user; that is, a candidate virtual object is an object among at least one virtual object that is in an interactive state. This avoids users making invalid configurations for virtual objects that are already in an interactive state, and reduces the phone's response frequency and data processing volume.
[0140] The second selection operation can refer to a touch operation performed by the user using a touch device on the mobile phone (e.g., a touch sensor), which can include single-point touch operations (e.g., single click, long press, etc.) and multi-point touch operations, swipe operations, drag operations, etc. Alternatively, the second selection operation can also refer to a voice control operation performed by the user using a sound acquisition device on the mobile phone (e.g., a microphone, etc.). Alternatively, the second selection operation can also refer to a trigger operation performed by the user using an additional input device (e.g., a game controller, mouse, etc.).
[0141] In another implementation, the second coordinate information of the target area can be recommended by the cloud device. First, the mobile phone, in response to receiving a first configuration event, obtains the second coordinate information sent by the cloud device. Second, based on the obtained second coordinate information, the mobile phone locates the target area in the first screen. In this way, without requiring additional user intervention, the user is assisted in locating the target area, thereby enabling adjustments to the interactive state of the target area and / or virtual objects within it.
[0142] S503. After receiving a second interactive operation for the first virtual object, the mobile phone abandons responding to the second interactive operation. In this way, even if the user accidentally triggers the first virtual object, the display effect triggered by the operation on the first screen will not be rendered in the first screen, thereby avoiding interference with other display content in the first screen caused by the accidental triggering of the first virtual object.
[0143] For example, taking a game scene as an example, at least one virtual object displayed in the first screen includes non-player characters (NPCs) appearing in the game scene and virtual controls used by the user to control the virtual objects. Taking the first virtual object as an NPC as an example, during normal gameplay, the user can click on the NPC to trigger the capture of the NPC; at this time, the capture effect of the NPC will be displayed in the first screen. However, after the NPC is configured to be non-interactive, if the user clicks on the NPC again, the capture of the NPC will no longer be triggered; at this time, the capture effect of the NPC will not be displayed in the first screen, such as... Figure 13 As shown.
[0144] In some examples, the phone responds to a received second interaction by obtaining the trigger location of the second interaction. It then uses this trigger location to determine the virtual object targeted by the second interaction. If the trigger location falls within the coverage area of a first virtual object, it is determined that the received second interaction is executed on the first virtual object. This allows verification of whether the second interaction "hit" the first virtual object by using the location of the second interaction, even after the user has executed it, thus avoiding erroneously abandoning responses to interaction operations executed on other virtual objects.
[0145] In some implementations, when the target area is configured to be non-interactive, the mobile phone abandons responding to the second interactive operation after receiving it in the target area. In this case, since the entire target area is configured to be non-interactive, regardless of whether the second interactive operation performed in the target area "hits" the first virtual object, it is considered an abandonment of the response to the second interactive operation. Thus, even if the second interactive operation performed by the user is not within the coverage area of the first virtual object, the response to the second interactive operation can be abandoned, avoiding the problem of erroneous triggering.
[0146] The following combination Figure 14 The interception process for the second interactive operation is explained below. First, the game developers pre-set a first control (e.g., a disabled control) in the first screen. Second, the user clicks the first control, triggering the display of the coordinate configuration interface in the first screen. Then, based on the first coordinate information entered by the user in the coordinate configuration interface, the target area for intercepting the interaction is determined. Finally, when the phone detects the second interactive operation, it calculates the trigger position of the second interactive operation to determine whether the second interactive operation "hit" the target area. If it "hits," the response to the second interactive operation is abandoned; if it "misses," the second interactive operation is responded to.
[0147] The following combination Figure 15 The response flow for the second interactive operation is explained below. First, the user taps the screen to trigger the second interactive operation. Second, the blocking module detects the second interactive operation. Then, it determines whether the second interactive operation "hits" the target area. Finally, if it "hits," the response to the second interactive operation is abandoned; if it "misses," the response to the second interactive operation is initiated.
[0148] For example, the specific implementation process of abandoning the response to the second interactive operation can be executed by the masking module in the scene customization SDK. When designing the masking module, the developers define the coordinate conversion interface as: CulculateClickCoordinates(int&a,int&b,int&c,int&d) to realize the mapping of coordinate information between the reference coordinate system and the screen coordinate system through the coordinate conversion interface.
[0149] Define the local storage interface as StoreClickCoordinates(int a, int b, int c, int d) to store the second coordinate information in the phone's internal and / or external memory using the local storage interface.
[0150] The interface for determining whether the first virtual object and / or target area is hit is JudgeClickCoordinates(int a, int b), which is used to determine whether the second interactive operation "hits" the first virtual object and / or target area.
[0151] In some implementations, developers can associate the first configuration event with the following function module so that, after the first configuration event is triggered, the above interface will trigger a call to the following function to configure the first virtual object into a non-interactive state:
[0152] ComponentManager::ShieldField(int a,int b,int c,int d)
[0153] {
[0154] / / 1. Calculate the second coordinate information of the target region in the reference coordinate system.
[0155] CulculateClickCoordinates(a,b,c,d);
[0156] / / 2. Store the calculated second coordinate information on the phone.
[0157] StoreClickCoordinates(a,b,c,d);
[0158] ………
[0159] }
[0160] In some implementations, developers can associate the second interaction with the following function module so that, after the mobile phone receives the second interaction, the above interface triggers the call to the following function to abandon responding to the second interaction:
[0161] ComponentManager::PreprocessCoordinates(int a,int b)
[0162] {
[0163] ………
[0164] / / 1. Determine if the first virtual object and / or target region has been hit.
[0165] Bool result=JudgeClickCoordinates(a,b);
[0166] / / 2. If a match is found, return immediately (abandoning the second interactive operation).
[0167] If (result) returns;
[0168] / / 2. If the interception area is not hit, continue processing (respond to the second interactive operation).
[0169] ProcessCoordinates(a,b);
[0170] ………
[0171] }
[0172] In some implementations, a first virtual object is displayed in a first display state on a first screen. At this time, the mobile phone, in response to receiving a second configuration event, adjusts the first virtual object from the first display state to a second display state. After adjusting the first virtual object to the second display state, the mobile phone, in response to a received third interactive operation, acquires a second screen. At this time, the first virtual object displayed on the second screen is shown in the second display state. Thus, the display state of the first virtual object can be dynamically adjusted during its display process.
[0173] At least two methods can be used to adjust the display state (e.g., transparency) of the first virtual object: First, in the game logic layer, by adjusting the attributes of game resources, such as shaders, to adjust the display state of the first virtual object. Second, in the rendering layer, by adjusting the texture attributes of the first virtual object, such as texture, to adjust its display state.
[0174] In some examples, the third interactive action includes screen recording and / or screenshotting. When the third interactive action is screen recording, the second screen displays the recorded screen. When the third interactive action is screenshotting, the second screen displays the screenshot.
[0175] For example, taking a game scenario as the application scenario and screen recording as the third interactive operation, at least one virtual object displayed in the first screen includes a virtual character controlled by the user, an enemy virtual character, and a friendly virtual character. Assuming the first virtual object is a friendly virtual character, before the user triggers the screen recording operation, the user can execute a second configuration event on the friendly virtual character (e.g., clicking a custom control displayed in the first screen). At this time, the phone responds to the second configuration event, adjusting the friendly virtual character from the first display state to the second display state; for example, adjusting the friendly virtual character from an opaque state to a transparent state. Figure 16 As shown. Furthermore, after the user triggers the screen recording operation, the first virtual object in the obtained screen recording is in a transparent state, that is to say, the friendly virtual character is not displayed in the screen recording.
[0176] In some implementations, when the mobile phone adjusts the display state of the first virtual object from a first display state to a second display state, firstly, the mobile phone responds to a second configuration event, triggering the display of a parameter configuration interface on the first screen. Secondly, it obtains the display parameters input by the user in the parameter configuration interface. Finally, based on the obtained display parameters, it adjusts the display state of the first virtual object to change it from the first display state to the second display state. This allows the user to dynamically adjust the display state of the first virtual object according to their own wishes by inputting display parameters during the display of the first screen.
[0177] In some examples, the display parameters include at least one of the following: transparency, color, size, or object name.
[0178] When the display parameters include transparency, the transparency of the first virtual object displayed in the second display state is higher than the transparency of the first virtual object displayed in the first display state. For example, the transparency of the first virtual object displayed in the second display state is 100%, which is higher than the transparency of the first virtual object displayed in the first display state (50%).
[0179] In some implementations, the second configuration event can be triggered by the user; for example, the second configuration event includes at least one of the following: the user actively triggers a third control displayed on the first screen, or the user actively triggers a first virtual object displayed on the first screen. The second configuration event can also be automatically triggered by the mobile phone by detecting the content displayed on the first screen; for example, the second configuration event further includes at least one of the following: display of a preset scene, the user performing a preset game task, or entering a preset game stage.
[0180] The third control is a pre-defined control that can be used to trigger adjustments to the display state of the first virtual object. The third control can be displayed as a custom control in the first screen.
[0181] For example, taking a game scene as an example, a third control (e.g., a custom control) is displayed in the first screen. When the user wants to adjust the display state of the virtual object in the first screen, the user can click the custom control to trigger the display state adjustment function to be enabled in the game. With the display state adjustment function enabled, the user can click the first virtual object again to trigger the display of the parameter configuration interface for configuring the display parameters of the first virtual character, such as... Figure 17 As shown. At this point, the user can configure the transparency to 100% in the parameter configuration interface to make the first virtual object completely transparent.
[0182] In other examples, users can directly trigger the display in the parameter configuration interface by activating a third control (e.g., a custom control). In this case, the phone can determine the first virtual object based on the object name entered by the user in the parameter configuration interface.
[0183] In some implementations, users can also use the settings interface to set whether a third control needs to be displayed in the first screen. The specific setting process is the same as the setting process of the first control described above. The display status adjustment function can be enabled or disabled by triggering the fourth control in the settings interface, which will not be described in detail here.
[0184] Here, for the third control, with the display status adjustment function enabled, its display method on the first screen can be divided into at least two types: First, always displayed, meaning the third control is always displayed on the first screen until the first screen is no longer displayed on the phone. Second, displayed only during certain periods, meaning the third control is only displayed on the first screen for certain time periods. The specific setting process for the third control's display method is the same as that for the first control's display method, and will not be repeated here.
[0185] The following combination Figure 18 The process of adjusting the display state is explained below. First, with the object customization function enabled, the display parameters of the first virtual object are selected online, and the transparency of the first virtual object is set to 100%. Second, in the game logic layer and / or the screen customization layer, the transparency of the first virtual object is adjusted to 100% by adjusting the shader and / or texture of the first virtual object. Finally, the rendering hardware interface layer renders the first virtual object with 100% transparency in the first screen to achieve the display effect desired by the user.
[0186] For example, the specific implementation process of adjusting the display state of the first virtual object can be executed by the customization module in the scene customization SDK. When designing the screen customization module, developers define the transparency acquisition interface as `GetTransparencyAttribute()` to obtain the transparency of the first virtual object. They define the shader acquisition interface as `GetNowShader()` to obtain the game resource attributes of the first virtual object. They define the transparency interface as `AdjustShaderTransparency(Shader&nowShader, int transparencyValue)`. They define the texture acquisition interface as `GetTextureByCharacter(int characterId)` to obtain the texture attribute of the first virtual object. They define the transparency update interface as `RefreshColor(Color&color, int transparencyValue)` to obtain the transparency input by the user. They define the texture color attribute acquisition interface as `GetTextureColor(Texture texture)` to obtain the texture color attribute of the first virtual object. They define the texture color attribute update interface as `RefreshTextureColor(Texture&texture, Color color)`. Define the object name receiving interface of the first virtual object as GetCharacterId(), so as to obtain the object name of the first virtual object.
[0187] In some implementations, developers can associate the second configuration event with the following function module in the game logic layer, so that after the second configuration event is triggered, the following function is called to adjust the first virtual object to the second display state:
[0188] ComponentManager::BlurComponentInLogicLayer()
[0189] {
[0190] ………
[0191] / / 1. Receive the transparency of the first virtual object
[0192] Int transparencyValue=GetTransparencyAttribute();
[0193] / / 2. Get the shader of the currently clicked UI element
[0194] Shader nowShader=GetNowShader();
[0195] / / 3. Adjust the transparency property of the first virtual object online.
[0196] AdjustShaderTransparency(nowShader,transparencyValue);
[0197] ………
[0198] }
[0199] In some implementations, developers can associate the second configuration event with the following function module in the rendering layer, so that after the second configuration event is triggered, the following function is called to adjust the first virtual object to the second display state:
[0200] ComponentManager::BlurComponentInRenderLayer()
[0201] {
[0202] ………
[0203] / / 1. Receive the transparency value of the first virtual object
[0204] Int transparencyValue=GetTransparencyAttribute();
[0205] / / 2. Get the object name of the first virtual object
[0206] Int characterId=GetCharacterId();
[0207] / / 3. Get the current texture of the first virtual object
[0208] Texture texture=GetTextureByCharacter(characterId);
[0209] / / 4. Get the texture color of the first virtual object
[0210] Color color=GetTextureColor(texture);
[0211] / / 5. Update color transparency
[0212] RefreshColor(color,transparencyValue);
[0213] / / 6. Update texture color
[0214] RefreshTexureColor(texture,color);
[0215] ………
[0216] }
[0217] The following combination Figure 19 The process of adjusting the interaction state and display state of the first virtual object is explained. A scene customization SDK is integrated into the mobile phone, which includes a masking module and a customization module.
[0218] The shielding module mainly involves two stages: the event interception stage and the zone setting stage.
[0219] During the event interception phase, when a user taps the screen to send a "click event," the blocking module can capture the click event. If the "click event" hits the target area, the module will abandon responding to that "click event."
[0220] During the region setting phase, the system obtains the first coordinate information input by the user. Using this first coordinate information, the second coordinate information of the target region is mapped. Simultaneously, the second coordinate information is reported to the masking module in the scene customization SDK on the cloud device to enable target region recommendations.
[0221] Customized modules mainly involve two stages: the first is the image rendering stage, and the second is the parameter setting stage.
[0222] During the rendering phase, when the user clicks on the "Custom Controls" button in the first screen, custom parameters are loaded. These parameters can be preset or entered online by the user. The second screen is then rendered using these loaded custom parameters.
[0223] During the parameter setting phase, users can preset custom parameters to be loaded during the image rendering phase and report these preset parameters to the customization module in the cloud-based scene customization SDK. Users can also input custom parameters online to dynamically adjust the display status, and these user-input custom parameters are also reported to the customization module in the cloud-based scene customization SDK.
[0224] In some solutions, multiple embodiments of this application can be combined, and the combined solution can be implemented. Optionally, some operations in the processes of each method embodiment may be combined, and / or the order of some operations may be changed. Furthermore, the execution order between the steps of each process is merely exemplary and does not constitute a limitation on the execution order between steps; other execution orders are also possible. It is not intended to indicate that the execution order is the only possible order in which these operations can be performed. Those skilled in the art will conceive of various ways to reorder the operations described in the embodiments of this application. In addition, it should be noted that the process details involved in one embodiment of this application are also applicable to other embodiments in a similar manner, or different embodiments may be combined.
[0225] Furthermore, some steps in the method embodiments can be equivalently replaced with other possible steps. Alternatively, some steps in the method embodiments may be optional and can be deleted in certain use cases. Or, other possible steps may be added to the method embodiments.
[0226] Furthermore, the various method embodiments can be implemented individually or in combination.
[0227] It is understood that, in order to achieve the above functions, the aforementioned electronic device includes hardware and / or software modules corresponding to perform each function. Based on the algorithmic steps of the various examples described in conjunction with the embodiments disclosed herein, this application can be implemented in hardware or a combination of hardware and computer software. Whether a function is executed in hardware or by computer software driving hardware depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application in conjunction with the embodiments, but such implementation should not be considered beyond the scope of this application.
[0228] This application embodiment can divide the electronic device into functional modules according to the above method example. For example, each function can be divided into its own functional module, or two or more functions can be integrated into one processing module. The integrated module can be implemented in hardware. It should be noted that the module division in this embodiment is illustrative and only represents one logical functional division. In actual implementation, there may be other division methods.
[0229] This application also provides an electronic device, such as... Figure 20 As shown, the electronic device may include one or more processors 2001, memory 2002, and communication interfaces 2003.
[0230] The memory 2002, communication interface 2003, and processor 2001 are coupled together. For example, the memory 2002, communication interface 2003, and processor 2001 can be coupled together via bus 2004.
[0231] The communication interface 2003 is used for data transmission with other devices. The memory 2002 stores computer program code. The computer program code includes computer instructions, which, when executed by the processor 2001, cause the electronic device to perform the information processing method described in this embodiment.
[0232] The processor 2001 may be a processor or controller, such as a central processing unit (CPU), a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, transistor logic devices, hardware components, or any combination thereof. It can implement or execute the various exemplary logic blocks, modules, and circuits described in connection with this disclosure. The processor may also be a combination that implements computational functions, such as a combination of one or more microprocessors, a combination of a DSP and a microprocessor, etc.
[0233] The bus 2004 can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The aforementioned bus 2004 can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 20 The bus is represented by a single thick line, but this does not mean that there is only one bus or one type of bus.
[0234] This application also provides a computer-readable storage medium storing computer program code. When the processor executes the computer program code, the electronic device executes the relevant method steps in the above method embodiments.
[0235] The electronic devices and computer storage media provided in this application are used to execute the corresponding methods provided above. Therefore, the beneficial effects they can achieve can be referred to the beneficial effects of the corresponding methods provided above, and will not be repeated here.
[0236] Through the above description of the embodiments, those skilled in the art can clearly understand that, for the sake of convenience and brevity, only the division of the above functional modules is used as an example. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above.
[0237] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of modules or units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another device, or some features may be ignored or not executed. Furthermore, the mutual coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between devices or units may be electrical, mechanical, or other forms.
[0238] The units described as separate components may or may not be physically separate. A component shown as a unit can be one or more physical units; that is, it can be located in one place or distributed in multiple different locations. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0239] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0240] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a readable storage medium. Based on this understanding, the technical solution of the embodiments of this application, in essence, or the part that contributes, or all or part of the technical solution, can be embodied in the form of a software product. This software product is stored in a storage medium and includes several instructions to cause a device (which may be a microcontroller, chip, etc.) or processor to execute all or part of the steps of the methods described in the various embodiments of this application. 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.
[0241] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. An information processing method characterized by comprising: Applied to an electronic device, the electronic device displays a first screen, the first screen displaying at least one virtual object; The at least one virtual object includes a first virtual object; the method includes: In response to receiving a first interactive operation on the first virtual object, the display effect triggered by the operation on the first screen is displayed. In response to receiving the first configuration event, the first virtual object is configured to be in an uninteractive state; Upon receiving a second interactive operation for the first virtual object, the response to the second interactive operation is abandoned.
2. The method of claim 1, wherein, The first virtual object is displayed in the first screen in a first display state; the method further includes: In response to receiving a second configuration event, the first virtual object is adjusted from the first display state to the second display state; In response to receiving a third interactive operation, a second screen is obtained; the second screen includes the first virtual object displayed in the second display state.
3. The method of claim 1, wherein, The step of configuring the first virtual object to a non-interactive state in response to receiving the first configuration event includes: In response to receiving a first configuration event, a target region is obtained; the target region includes at least one first virtual object. Configure the target area as non-interactive.
4. The method of claim 3, wherein, The step of abandoning the response to the second interactive operation after receiving the second interactive operation for the first virtual object includes: Upon receiving a second interactive operation to be performed in the target area, the response to the second interactive operation is abandoned.
5. The method of claim 3, wherein, The step of obtaining the target area in response to receiving the first configuration event includes: Upon receiving the first configuration event, the coordinate configuration interface is displayed; Obtain the first coordinate information input by the user in the coordinate configuration interface; the first coordinate information is located in the screen coordinate system; the screen coordinate system is constructed with any point on the screen of the electronic device as the origin; Based on the mapping relationship between the screen coordinate system and the reference coordinate system, the first coordinate information is mapped to the reference coordinate system to obtain the second coordinate information; the reference coordinate system is a coordinate system set for the application scenario in which the first virtual object is located. The target area is obtained based on the second coordinate information.
6. The method of claim 3, wherein, The step of obtaining the target area in response to receiving the first configuration event includes: In response to receiving the first configuration event, obtain the second coordinate information sent by the cloud device; The target area is obtained based on the second coordinate information.
7. The method according to any one of claims 1 to 6, characterized in that, The first configuration event includes at least one of the following: triggering the first control on the first screen, triggering the first virtual object, displaying the preset scene, the user executing the preset game task, and entering the preset game stage; the first control is used to trigger the configuration of the first virtual object into a non-interactive state.
8. The method of claim 7, wherein, The method further includes: Display settings interface; the settings interface includes a second control; In response to a trigger operation performed on the second control, the first control is displayed on the first screen.
9. The method of claim 5, wherein, The step of displaying the coordinate configuration interface in response to receiving the first configuration event includes: In response to a trigger operation performed on a control set in the first screen, a settings interface is displayed; the settings interface includes a second control. In response to the trigger operation performed on the second control, the coordinate configuration interface is displayed.
10. The method of claim 2, wherein, The step of adjusting the first virtual object from the first display state to the second display state in response to the second configuration event includes: In response to the second configuration event, the parameter configuration interface is displayed; Obtain the display parameters entered by the user in the parameter configuration interface; Based on the display parameters, the first virtual object is adjusted from the first display state to the second display state.
11. The method of claim 10, wherein, The third interactive operation includes screen recording and / or screenshot operation; the display parameters include at least one of the following: transparency, color, size, and object name; When the display parameters include transparency, the transparency of the first virtual object when displayed in the second display state is higher than the transparency of the first virtual object when displayed in the first display state.
12. The method according to any one of claims 1 to 11, characterized in that, The virtual objects include at least one of the following: virtual characters, virtual controls, non-player characters, virtual items, virtual buildings, and user-sent bullet comments.
13. An electronic device, comprising: The device includes a memory and one or more processors; the memory is coupled to the processors; the memory stores computer program code, the computer program code including computer instructions, which, when executed by the processor, cause the electronic device to perform the information processing method as described in any one of claims 1-12.
14. A computer-readable storage medium, characterized in that, Includes computer instructions that, when executed on an electronic device, cause the electronic device to perform the information processing method as described in any one of claims 1-12.
15. A computer program product, characterised in that, When the computer program product is run on an electronic device, the electronic device performs the information processing method as described in any one of claims 1-12.