Information processing methods, devices, electronic devices and storage media
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-04-22
- Publication Date
- 2026-08-14
AI Technical Summary
[0014]本公开通过提供多层级的选项面板,将复杂的消息构建过程分解为在不同层级区域进行直观选择的简单操作,用户无需调用和操作复杂的全尺寸输入界面即可完成消息的组合与发送。这一技术手段极大地简化了用户在快节奏或注意力密集型场景下的沟通流程,显著降低了操作步骤和手指移动距离,从而提升了人机交互效率和操作响应速度。同时,由于避免了大面积界面切换和遮挡,保证了用户对主应用程序界面的持续关注,优化了整体交互体验。从系统资源角度,该方案减少了对终端设备图形渲染模块的频繁调用和重绘压力,也通过精准的消息发送规则减少了不必要的网络数据传输与处理开销,实现了对计算资源和通信资源的节约。
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Figure CN122569796A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present invention relate to the field of human-computer interaction technology, and more specifically, the embodiments of the present invention relate to an information processing method, apparatus, electronic device and storage medium. Background Technology
[0002] This section is intended to provide background or context for embodiments of the invention as set forth in the claims. The description herein is not an admission that it is prior art simply because it is included in this section.
[0003] In fast-paced interactive application scenarios, such as multiplayer online games or real-time collaboration software, users need to communicate frequently and quickly to coordinate actions. In related technologies, the main communication methods between users include: first, text input, where users input text messages through the system keyboard; second, voice communication, where users communicate through real-time voice or voice-to-text functions; and third, quick messaging, where the system provides preset quick message buttons, allowing users to send messages with fixed content by clicking the buttons. Summary of the Invention
[0004] In fast-paced interactive application scenarios, such as multiplayer online competitive games, participants need to exchange information frequently, accurately, and promptly. Common interactive information sending methods include text input, voice communication, and pre-set quick messages.
[0005] However, these methods have significant technical limitations when dealing with scenarios with high real-time requirements. Text input usually requires calling up and operating the full-size system virtual keyboard. This process not only causes a large area of the main application interface to be obscured, forcing the graphics processing unit to frequently switch and redraw interface layers, consuming additional rendering resources, but also prolongs the overall time for information construction and transmission due to its cumbersome interaction steps, increasing the latency window of network transmission.
[0006] Voice communication is limited by factors such as environmental noise and privacy requirements, and its applicable scenarios are limited. Furthermore, the collection, compression, transmission, or text processing of voice data itself will bring high instantaneous computing and communication overhead.
[0007] While the preset fixed quick message methods are simple to operate, their content is fixed and cannot be flexibly combined to express complex or specific intentions. They are difficult to meet the diverse and accurate communication needs in dynamic scenarios and essentially fail to reduce the burden of interface browsing and cognitive processing for users in order to find the right message.
[0008] More fundamentally, these methods typically require users to interrupt their current main task and switch to an independent communication interface or mode. This operational disruption not only ruins the continuity of interaction but also leads to processor scheduling overhead and memory resource consumption issues at the system level due to frequent task context switching. Therefore, these technical solutions suffer from technical shortcomings in achieving fast, accurate, and low-interference information interaction, including low terminal data processing efficiency, high additional system resource consumption, and insufficient real-time responsiveness.
[0009] This disclosure provides an information processing method, apparatus, electronic device, and storage medium to at least partially solve the aforementioned problems existing in the related art.
[0010] In a first aspect of this disclosure, an information processing method is provided, comprising: displaying a multi-level option panel in a graphical user interface, the multi-level option panel including at least two hierarchical option areas, each hierarchical option area corresponding to a different information category, each hierarchical option area containing at least one candidate option associated with the corresponding information category; in response to a selection instruction, determining a selected target option from each hierarchical option area; generating corresponding message content according to preset sentence composition rules based on each selected target option and the information category corresponding to each target option; and sending the message content to a target object.
[0011] In a second aspect of this disclosure, an information processing apparatus is provided, comprising: a display module for displaying a multi-level option panel in a graphical user interface, the multi-level option panel including at least two hierarchical option areas, each hierarchical option area corresponding to a different information category, and each hierarchical option area containing at least one candidate option associated with the corresponding information category; an option determination module for determining a selected target option from each hierarchical option area in response to a selection instruction; a message generation module for generating corresponding message content according to preset sentence composition rules based on each selected target option and the information category corresponding to each target option; and a message sending module for sending the message content to a target object.
[0012] In a third aspect of this disclosure, an electronic device is provided, comprising: a memory storing computer-executable instructions executable by a processor; and a processor for executing the computer-executable instructions to implement the steps of the information processing method described in any of the preceding embodiments.
[0013] In a fourth aspect of this disclosure, a computer-readable storage medium is provided storing a computer program that, when executed by a processor, implements the steps of the information processing method described in any of the preceding claims.
[0014] This disclosure breaks down the complex message construction process into simple operations of intuitive selection in different levels by providing a multi-level option panel. Users can complete message combination and sending without having to call and operate a complex full-size input interface. This technology greatly simplifies the communication process for users in fast-paced or attention-intensive scenarios, significantly reducing operation steps and finger movement distance, thereby improving human-computer interaction efficiency and operation response speed. At the same time, by avoiding large-area interface switching and obstruction, it ensures that users' continuous attention to the main application interface is maintained, optimizing the overall interactive experience. From the perspective of system resources, this solution reduces the frequent calls and redrawing pressure on the terminal device's graphics rendering module, and also reduces unnecessary network data transmission and processing overhead through precise message sending rules, achieving savings in computing and communication resources.
[0015] The technical solution disclosed herein effectively simplifies the interactive chain of information construction by integrating a multi-level option panel into the graphical user interface and dynamically determining the target option in response to selection commands, and automatically generating message content in combination with preset sentence composition rules. This solution avoids the waste of rendering resources and operation interruptions caused by the large-area obstruction of the core interface by traditional virtual keyboards. At the same time, through a hierarchical option structure and rule-based sentence composition logic, it reduces the computational load and response latency of the terminal during complex text input, enabling users to complete accurate information combination and sending with minimal interaction steps while maintaining a continuous operation flow. This significantly improves the terminal's data processing efficiency and the smoothness of real-time information interaction. Attached Figure Description
[0016] The above and other objects, features, and advantages of exemplary embodiments of the present invention will become readily apparent from the following detailed description taken in conjunction with the accompanying drawings. Several embodiments of the invention are illustrated in the drawings by way of example and not limitation, wherein: Figure 1 This is a schematic diagram illustrating the implementation environment of an information processing method provided in this embodiment of the disclosure. Figure 2 A flowchart of an information processing method provided in an embodiment of this disclosure; Figure 3 A schematic diagram illustrating a trigger for displaying a multi-layered option panel, provided in an embodiment of this disclosure; Figure 4 A schematic diagram illustrating the initial display of a multi-layer option panel according to an embodiment of this disclosure; Figure 5 A schematic diagram illustrating the dynamic adjustment of the display area position in a multi-layer option panel, provided as an embodiment of this disclosure; Figure 6 This is a schematic diagram of a sliding selection panel for selecting options in a multi-layer option panel, provided as an embodiment of this disclosure. Figure 7 This is a schematic diagram illustrating the display of message content according to an embodiment of the present disclosure; Figure 8 This is a schematic diagram of the structure of an information processing device provided in an embodiment of the present disclosure; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.
[0017] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation
[0018] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0019] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0020] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0021] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing application services in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0022] In one implementation, this exemplary implementation can be based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's running entity and the game screen presentation entity are separated. The storage and operation of the control and interaction methods in the game are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0023] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.
[0024] This embodiment provides an information processing method. Figure 2 This is a flowchart of an information processing method according to an embodiment of the present disclosure, such as... Figure 2As shown, the process includes the following steps: Step S210: Display a multi-level option panel in the graphical user interface. The multi-level option panel includes at least two level option areas, each level option area corresponds to a different information category, and each level option area contains at least one candidate option associated with the corresponding information category. Step S220: In response to the selection instruction, determine the selected target option from the various level option areas; Step S230: Generate corresponding message content according to the selected target options and the information category corresponding to each target option, in accordance with the preset sentence grouping rules. Step S240: Send the message content to the target object.
[0025] The method provided in this embodiment constructs a multi-level option panel with multiple levels of option areas in a graphical user interface. Each level of option area corresponds to a different information category and provides associated candidate options, allowing users to quickly determine the target option in each level of option area. The system automatically generates structured message content according to the information category corresponding to each target option and sends it to the target object according to preset sentence grouping rules. Compared with the traditional text input method, which requires calling the system keyboard and inputting word by word, this method reduces the interactive steps and computational processing required for message generation by using preset hierarchical options and automated sentence grouping algorithms. It also reduces the obstruction of the graphical user interface during user input and improves the processing efficiency of message generation and sending. At the same time, the template processing of preset sentence grouping rules reduces the complexity of natural language processing, so that the generation of message content can achieve structured output without relying on complex semantic parsing algorithms.
[0026] The steps described above are explained in detail below.
[0027] In step S210, a multi-level option panel is displayed in the graphical user interface. The multi-level option panel includes at least two level option areas, each level option area corresponds to a different information category, and each level option area contains at least one candidate option associated with the corresponding information category.
[0028] This step is used to present a multi-level interactive panel in the graphical user interface when players need to initiate communication, providing an interactive basis for subsequent option selection and message generation. By building a hierarchical option structure within the multi-level option panel, complex sentence semantics are broken down into different levels of option categories, which can reduce the cognitive burden and operational complexity of players.
[0029] A graphical user interface (GUI) is the visual interface presented to players by a game application, including elements such as game scene visuals, control controls, and status information. In this solution, the GUI is the primary medium for players to interact with the game system, and the display and interaction of multi-level option panels are all completed within this interface.
[0030] Optionally, the graphical user interface can be a two-dimensional planar interface, with each interface element presented in an overlay of layers; alternatively, the graphical user interface can also be a three-dimensional scene interface, where players move and operate within the virtual game world; alternatively, the graphical user interface can also be a hybrid two-dimensional and three-dimensional interface, where the game scene is rendered in three dimensions and UI controls are overlaid in two dimensions.
[0031] A multi-level option panel is an interactive component with a hierarchical structure displayed in a graphical user interface, used to display candidate options of different information categories for the player to choose from. In this solution, the multi-level option panel is the core interactive component for realizing quick sentence grouping communication. The multi-level option panel can be a multi-level ring structure arranged sequentially from the center point outwards, where the innermost layer is the first level and the outermost layer represents subsequent levels. Alternatively, it can be a multi-level list structure that expands vertically, with the user selecting options from top to bottom. Finally, it can be a multi-level node structure that expands in a tree-like branching manner, with the options at each level dynamically expanding based on the selection results of the previous level.
[0032] The display of the aforementioned multi-layered option panel can be triggered in various ways. In an optional implementation, displaying the multi-layered option panel within the graphical user interface includes: responding to a communication initiation command and displaying the multi-layered option panel at a specified location within the graphical user interface. This allows the option panel to be displayed instantly when players need to communicate, enabling rapid initiation of communication. The communication initiation command can be triggered by the player's active operation or by the game system's automatic logic.
[0033] A designated location refers to the coordinates or area within a graphical user interface (GUI) where a multi-layered option panel is placed. The designated location can be the touch point position corresponding to a touch operation that initiates a communication command; that is, where the multi-layered option panel is displayed when the user's finger touches the screen. The designated location can also be the position of a pre-defined control in the GUI, such as the location of a dialog button. Alternatively, the designated location can be a fixed area within the GUI, rather than following the touch point position, such as the lower right or lower left corner of the screen. This approach is suitable for scenarios requiring consistent operation, where players do not need to adapt to dynamic changes in panel position.
[0034] Specifically, in one possible implementation, in response to a communication initiation command, displaying a multi-layer option panel at a specified location in the graphical user interface includes: in response to a long press operation on a preset control in the graphical user interface, displaying the multi-layer option panel at the touch point location of the long press operation.
[0035] Preset controls are interactive control elements pre-placed in a graphical user interface (GUI) to trigger quick communication functions. Preset controls can be dialog buttons on the interface, which open a chat input box when clicked normally, and trigger a multi-level option panel when long-pressed. Preset controls can also be dedicated quick communication icons on the interface, which can be symbols representing communication or dialogue. Preset controls can also be status bar buttons, option buttons in function menus, or shortcut buttons in floating toolbars. The position of preset controls in the GUI can be fixed or user-defined.
[0036] A long press refers to a touch operation where a user continuously presses on the touch area of a preset control for a duration exceeding a preset threshold. For example, if a player performs a long press on a preset control in the graphical user interface (such as the "Dialogue" button) for a duration exceeding a preset threshold, such as 300 milliseconds, the system will display a multi-layered option panel at the touch point of the long press event after detecting it. This method conforms to the one-handed operation habits on mobile devices, allowing players to complete the trigger and subsequent selection without moving their fingers.
[0037] In another possible implementation, in response to a communication initiation command, a multi-layer option panel is displayed at a specified location in the graphical user interface, including: in response to a preset gesture operation detected in the graphical user interface, displaying the multi-layer option panel at the touch point location of the preset gesture operation.
[0038] Preset gesture operations refer to gesture operations performed by the user in the graphical user interface (GUI) that conform to preset patterns. Preset gesture operations can be directional swipe gestures performed in a blank area of the GUI, such as a quick upward swipe from the bottom of the screen. Preset gesture operations can also be multi-finger gestures, such as two fingers spreading outwards. Preset gesture operations can also be circular or zigzag gestures performed in specific areas of the GUI. The system uses a gesture recognition module to perform pattern matching on the user's touch trajectory. When the touch trajectory matches a preset gesture pattern, the preset gesture operation is determined to be valid, and a communication initiation command is generated. This method provides players with diverse trigger options that can be configured according to personal habits. Different gestures avoid the constraints of operating in fixed control areas and improve trigger operation. Its convenience and freedom make the access to communication portals more flexible.
[0039] In another possible implementation, the multi-layered option panel can be automatically displayed after the player enters the game scene, without requiring further player intervention to trigger its display.
[0040] Optionally, a hierarchical option area refers to a functional section within a multi-level option panel, used to hold candidate options for specific information categories. In this scheme, by organizing options hierarchically according to information categories, players can select layer by layer according to semantic structure, ultimately combining them into a complete sentence.
[0041] The specific form of the hierarchical option area can be a fan-shaped annular area, distributed in concentric circles in a fan-shaped wheel structure; it can be a rectangular area, distributed in blocks in a list or grid structure; or it can be an irregularly shaped area, which adaptively adjusts its shape according to the number of options and layout requirements.
[0042] Specifically, in one possible implementation, the multi-layered option panel is a multi-layered fan-shaped wheel structure centered at a specified location, with each level of option area located on a fan-shaped ring of different radii. For example, the radius of the first-level option area (inner layer) can be set to 15% to 25% of the screen width, the radius of the second-level option area (middle layer) can be set to 25% to 40% of the screen width, and the radius of the third-level option area (outer layer) can be set to 40% to 55% of the screen width. The fan-shaped angle of each level of option area can be evenly distributed according to the number of options; for example, if the first level has 4 options, each option occupies a 90-degree fan-shaped area; if the second level has 6 options, each option occupies a 60-degree fan-shaped area.
[0043] The specified location can be the touch point location of the touch operation corresponding to the above communication initiation command, or it can be the location of a preset control in the graphical user interface, such as the location of the dialog button, or it can be a fixed area location in the graphical user interface.
[0044] By employing a multi-layered fan-shaped wheel structure centered on a designated location as the layout for the multi-layered option panel, the option areas of each level are distributed on fan-shaped rings of different radii to form a concentric ring layout. When making cross-level selections, users can move their fingers radially from the center outwards to pass through the option areas of each level in sequence. This layout ensures that the user's finger movement trajectory is consistent with the spatial arrangement direction of the option areas, reducing invalid finger displacement perpendicular to the selection direction, lowering the average movement distance and selection time of touch operations. At the same time, the fan-shaped ring layout distributes the candidate options evenly along the arc, which can accommodate more candidate options in the same display area without producing significant visual crowding compared to a linear list layout, thus improving the efficiency of interface space utilization.
[0045] Optionally, information category refers to a dimension for semantically classifying candidate options, used to group options by grammatical or functional roles. In this scheme, the design of information categories references the sentence structure of natural language, enabling players to select options based on semantic logic. For example, in a multi-player collaborative scenario, information categories may include object categories (indicating the recipient or target of attention of the message), behavior categories (indicating the action or request to be performed), and associated target categories (indicating the specific object targeted by the action). Information categories may also include status categories (indicating the current state description), location categories (indicating spatial orientation information), etc.
[0046] Optionally, candidate options refer to the specific option elements available for user selection in each level of the option area. Each candidate option represents a specific content item under the corresponding information category at that level. For example, in the object category's level option area, candidate options could be the names or identifiers of team members. In the behavior category's level option area, candidate options could be descriptions of behaviors such as attack, retreat, defense, and warning. In the associated target category's level option area, candidate options could be the name or location identifier of a specific scene target. Candidate options can be presented in the form of text, icons, or a combination of both.
[0047] In one specific embodiment, the at least two hierarchical option areas include a first-level option area, a second-level option area, and a third-level option area; the first-level option area corresponds to a first information category, which is used to characterize the target object of message sending; the second-level option area corresponds to a second information category, which is used to characterize the action; and the third-level option area corresponds to a third information category, which is used to characterize the associated target corresponding to the action.
[0048] This three-layer structure corresponds to the "subject-verb-object" structure in natural language, allowing the semantic structure of message content to be organized according to the logical relationship between subject, verb, and object. When processing sentences, the system can directly determine the grammatical position of each target option in the message statement based on its hierarchical affiliation, without the need for additional natural language semantic analysis, thus reducing the computational complexity of the sentence-building algorithm. Simultaneously, the three-layer structured design ensures a one-to-one correspondence between the user's selection path and the semantic structure of the message, reducing the probability of interaction ambiguity and error message generation. Players can combine the target object (e.g., "teammate #3") at the first layer, the action (e.g., "attention") at the second layer, and the associated target (e.g., "enemy energy tower") at the third layer to form the complete semantic meaning of "teammate #3, pay attention to the enemy energy tower."
[0049] Optionally, in multi-player collaborative scenarios, the candidate options in the first-level option area can be the names or identifiers of each member of the current team, such as player IDs, character avatars, or nickname abbreviations. The candidate options in the first-level option area can also include specific group identifiers, such as using squads as candidate options in large-scale team collaboration. The candidate options in the first-level option area can also include specific non-player character entities in the scene, such as guard or support units that need to be notified. The target object represented by the first information category acts as the subject in the message composition process, clarifying the message's direction. The number of candidate options in the first-level option area can be dynamically determined based on the number of addressable objects in the current scene. When the number of selectable objects exceeds the area's display capacity, it can be displayed through scrolling or pagination.
[0050] Optionally, the candidate options in the second-level option area represent selectable behavior descriptions. For example, candidate options may include descriptions of actions such as attack, retreat, defense, assembly, and warning. Each action's candidate options can include both a text description and an action icon, with different actions corresponding to different icons for quick user identification and differentiation. For example, the icon for an attack action could be a sword shape, the icon for a retreat action could be a backward arrow, and the icon for a warning action could be an exclamation mark. The actions represented by the second information category act as predicates in message composition, describing the intention conveyed by the message. The candidate options in the second-level option area can be a pre-configured fixed set of actions, or the types and number of selectable actions can be dynamically adjusted according to the current scenario, such as adding or removing certain action options at specific stages. The candidate options in the second-level option area can be sorted by usage frequency, action type, or preset priority.
[0051] Optionally, the candidate options in the third-level option area represent target entities associated with the selected action. The associated target is determined by the selected action. For example, when the action is offensive, candidate options for the associated target may include enemy buildings, enemy characters, or enemy resource points. When the action is defensive, candidate options may include friendly buildings, friendly resource points, or friendly key facilities. When the action is a set, candidate options for the associated target may include specific map coordinates, waypoints in the scene, or functional areas. The associated targets represented by the third information category act as objects in the message composition process, clarifying the target of the action. The set of candidate options in the third-level option area is dynamically generated based on the selected action in the second-level option area. Different actions correspond to different sets of associated target candidate options. The system determines the scope of associated targets for each action through pre-configured information category association mapping relationships.
[0052] In one specific embodiment, the options in the multi-layered option panel can be dynamically updated according to the game status. The player list in the first-level option area can be updated in real time based on the currently surviving teammates, and the options for fallen teammates are automatically grayed out or removed; the behavior options in the second-level option area can be dynamically adjusted according to the player's currently operable behaviors, such as when the player is on skill cooldown, the relevant skill behavior options are grayed out and unavailable; the target options in the third-level option area can be updated in real time based on the interactive objects within the player's field of vision, and targets outside the field of vision are automatically filtered.
[0053] In step S220, in response to the selection instruction, the selected target option is determined from each level of option area.
[0054] This step is used to capture the player's selection intent, transforming the player's interactive operations on the multi-layered option panel into specific option selection results, and providing input data for subsequent message generation.
[0055] Selection commands are interactive operation commands issued by users to select candidate options in a multi-level option panel. Selection commands can be continuous commands generated by the user sliding their finger across candidate options in different levels of the option area while maintaining touch control. Selection commands can also be discrete click commands generated by the user clicking on candidate options in different levels of the option area. Selection commands can also be input via voice, gamepad buttons, or keyboard shortcuts.
[0056] In one specific embodiment, in response to a long press operation on a preset control in the graphical user interface, after a multi-layer option panel is displayed at the touch point of the long press operation, in response to a selection command, the selected target option is determined from each layer option area, including: in response to a sliding operation while maintaining the long press state, determining each selected target option based on the layer option areas and candidate options traversed by the sliding trajectory.
[0057] By using a long-press and swipe selection technique, continuous one-handed operation is possible, allowing players to complete multi-level option selections without interrupting the long-press state. This method aligns with the one-handed operation habits of mobile devices and is particularly suitable for quick communication while maintaining movement or shooting during combat.
[0058] Optionally, the direction and path of the swipe operation can be flexible. For example, for a multi-level option panel with a multi-level fan-shaped wheel structure centered on a specified position, the swipe operation is not limited to a single direction from the inner layer to the outer layer. Users can start from the first-level option area, pass through the second-level option area, and then the third-level option area to complete a full three-level selection. Users can also swipe out from the blank area in the middle of the first-level option area, skipping the first level and directly entering the second-level option area for selection. Users can also swipe their finger back to the inner layer after selecting an outer-level candidate option to reselect. The system determines the target option for each level based on the final selection result of the finger in each level. Between different level option areas, users can swipe left and right to switch between different candidate options within the same level. The system's processing of swipe operations supports real-time updates, meaning that the candidate selection state of each level can dynamically change with the finger position during the swipe operation, and the target option for each level is finally determined only when the user ends the long press operation (lifts the finger).
[0059] Furthermore, based on the hierarchical option areas and candidate options traversed by the sliding trajectory, the selected target options are determined, including: detecting the dwell time of the touch position of the sliding operation in each candidate option area; if the dwell time exceeds a preset duration threshold, the candidate option is confirmed to be selected.
[0060] The preset duration threshold can be set to any value within the range of 100 milliseconds to 500 milliseconds, and the specific value can be configured according to the game type and player operation habits. For example, when a player's finger quickly swipes over an option, the dwell time may only be 50-80 milliseconds, in which case selection is not triggered; when a player intends to select an option, the finger will pause briefly in the option area, and the dwell time is usually more than 200 milliseconds, at which point the option is confirmed to be selected. This dwell detection mechanism effectively distinguishes between the two intentions of "swiping" and "selecting", reducing erroneous operations.
[0061] In another specific embodiment, in response to a selection command, determining the selected target option from each hierarchical option area includes: in response to click operations applied to candidate options in each hierarchical option area, determining the selected target option from each hierarchical option area. This click-based selection technique provides an alternative operating method for players who prefer precise clicks.
[0062] Optionally, the click order for each level of option areas can be flexible. For multi-level option panels with a multi-level fan-shaped wheel structure centered on a specified location, users can click on the candidate options of each level sequentially from the innermost to the outermost layer, or in any order, such as clicking on the candidate options of the second level first and then the candidate options of the first level. If a user clicks on two different candidate options within the same level, the system will use the last clicked candidate option as the final selected item for that level, and the previous selections will be deselected. After each click, the system updates the selection status of each level and provides visual feedback on the interface, such as adding a highlighted border or changing the background color of the selected candidate option.
[0063] In step S230, according to the selected target options and the information category corresponding to each target option, the corresponding message content is generated according to the preset sentence grouping rules.
[0064] This step is used to aggregate the option selections scattered across various levels into a complete semantic expression, and to combine the option content into a grammatically correct message text using preset sentence grouping rules.
[0065] Sentence assembly rules refer to pre-configured rules that structurally combine target options according to their information categories to generate complete message text. The purpose of designing sentence assembly rules is to abstract and predefine the basic grammatical components of sentences in natural language (such as subject, predicate, and object) into different information categories and corresponding option levels. In this way, the system maps the complex semantic combination intentions in the user's mind into the intuitive operation of sequentially selecting specific options under the corresponding category in a multi-level option panel. Sentence assembly rules can define a specific assembly order based on this grammatical structure, such as combining option content from different levels into a sentence in the order of subject, predicate, and object. Sentence assembly rules can also be manifested as templates for various combination modes to flexibly handle partial selections that the user may make; for example, when the user has not selected a subject, a template containing only the predicate and object can be used to assemble the sentence. Sentence assembly rules can also include automatic completion logic, automatically supplementing reasonable content based on the context when the user's selection is incomplete, to adapt to the communication needs of different scenarios. This rule-based and structured design fundamentally transforms the unstructured problem of free text input into a predictable and quickly executable hierarchical selection problem.
[0066] Specifically, in the embodiments of this disclosure, the sentence composition rules can be implemented using a template-filling method. That is, the system pre-configures sentence composition templates corresponding to different information category combination patterns. Each sentence composition template contains a fixed text structure and placeholders for filling in the content of specific target options. The system selects a matching sentence composition template according to the information category combination pattern corresponding to the target option selected by the user, and fills the content of each target option into the corresponding placeholder in the template, thereby generating message content.
[0067] Optionally, message content refers to structured text information composed of the contents of each target option according to sentence combination rules. Message content may include plain text portions, such as statements composed of object names, behavior descriptions, and target names. Message content may also include both icon portions and text portions, such as appending an icon indicating the behavior type before the text. Message content may also include formatted rich text information, such as message paragraphs with color markings or special typesetting.
[0068] In one specific embodiment, generating corresponding message content according to preset sentence grouping rules includes: determining the combination pattern of the information category corresponding to each selected target option; selecting a target sentence template that matches the combination pattern from a plurality of pre-configured sentence grouping templates based on the combination pattern; and filling the content of each selected target option into the target sentence grouping template to generate message content. In this way, by decomposing the sentence grouping process into three steps—combination pattern determination, template matching, and content filling—the system does not need to perform complex natural language syntax analysis and sentence generation calculations when generating message content. Instead, it directly locates the target template and performs string filling operations through the mapping relationship between the pre-configured sentence grouping templates and combination patterns. This simplifies the message generation process from a natural language processing problem to a template matching and string replacement problem, significantly reducing the computational complexity of the message content generation algorithm and improving the message generation processing speed.
[0069] A combination pattern refers to the way categories are combined based on the information categories to which the selected target options belong. Since users can select all or only some levels of candidate options in a multi-level option panel, the combination of information categories involved in the selected target options may present multiple different patterns. The process of determining the combination pattern involves the system traversing each selected target option, obtaining the level option area identifier to which each target option belongs, and then determining its corresponding information category. Finally, a set of information categories is obtained, which is the combination pattern. For example, if the user selects a target option simultaneously in the first, second, and third level option areas, the combination pattern includes the first, second, and third information categories. If the user selects a target option in the second and third level option areas but skips the first level option area, the combination pattern includes the second and third information categories. The combination pattern can be determined using bit tags. Each information category corresponds to one bit, and the system sets the value of the corresponding bit based on whether a target option is selected at each level, ultimately obtaining a bit vector representing the combination pattern.
[0070] A sentence template is a text template containing a fixed text structure and replaceable placeholders. Placeholders are used to mark the positions where specific target option content needs to be filled in. For example, the structure of a sentence template could be a behavior icon placeholder, an object name placeholder, a behavior description placeholder, and a target name placeholder. When each placeholder is replaced with the actual target option content, a complete message text is formed. Each sentence template is pre-associated with a specific combination pattern. The system uses the currently determined combination pattern as the query condition to search the template library and return the matching target sentence template. The system reads each placeholder in the target sentence template, and based on the information category corresponding to the placeholder, replaces the content value of the selected target option under the corresponding information category in the placeholder's position to generate the message content.
[0071] In one specific embodiment, the multiple sentence templates include at least two of the following: a first sentence template, corresponding to a combination pattern that simultaneously includes a first information category, a second information category, and a third information category; a second sentence template, corresponding to a combination pattern that includes both the first and second information categories; a third sentence template, corresponding to a combination pattern that includes both the second and third information categories; a fourth sentence template, corresponding to a combination pattern that includes the second information category; and a fifth sentence template, corresponding to a combination pattern that includes the first information category. This diverse range of sentence templates precisely adapts to communication needs of varying urgency and granularity, enabling the message generation system to handle both fast-paced, minimalist communication and the precise expression of complex tactics.
[0072] For example, the first set of sentence templates (subject, verb, object) can be stored as "[icon]{player} {action}{target}!", where {player}, {action}, and {target} are placeholders; the second set of sentence templates (subject, verb) can be stored as "[icon]{player} {action}!"; the third set of sentence templates (verb, object) can be stored as "[icon]{action}{target}!"; the fourth set of sentence templates (verb) can be stored as "[icon]{action}!"; and the fifth set of sentence templates (subject) can be stored as "[icon]Note the position of {player}!".
[0073] The first set of sentence templates corresponds to a combination pattern that simultaneously includes a first information category, a second information category, and a third information category. This template is used when the user has simultaneously selected the target object in the first-level option area, the action in the second-level option area, and the associated target in the third-level option area. The first set of sentence templates is suitable for scenarios that require conveying complete instruction information, including three semantic elements: the message recipient, the action to be performed, and the target of the action.
[0074] The second set of sentence templates corresponds to a combination pattern containing both the first and second information categories. This template is used when the user has selected the target object and the action, but not the associated target. The second set of sentence templates is suitable for scenarios where the action does not require specifying a concrete target, or when the user wants to quickly convey a brief instruction and omit the selection of the associated target.
[0075] The third set of sentence templates corresponds to a combination pattern containing the second and third information categories. This template is used when the user has selected the action and associated target but not the target object. The second set of sentence templates is suitable for scenarios where instructions are passed to multiple unspecified objects simultaneously.
[0076] The fourth set of sentence templates corresponds to a combination pattern containing the second information category. This template is used when the user has selected an action but not the target object or associated targets. The fourth set of sentence templates is suitable for scenarios where short action instructions need to be broadcast to the team.
[0077] The fifth set of sentence templates corresponds to the combination pattern containing the first information category, i.e., the template used when the user selects the target object but not the action or associated target. The fifth set of sentence templates can include auto-completion logic, and preset default action descriptions and supplementary statements in the template, such as preset statement structures for notifying the location of a certain object.
[0078] In step S240, the message content is sent to the target object.
[0079] This step completes the final link in the communication process, delivering the generated message content to the intended recipient and ensuring effective information delivery.
[0080] The target object refers to the intended recipient of the message content. In this solution, the logic for determining the target object needs to be dynamically determined based on the player's selection, supporting both targeted and broadcast sending modes. The target object can be a specific object explicitly selected by the user in a multi-level option panel, such as a team member selected in the first-level option area. The target object can also be a set of objects determined by the system by default when the user does not explicitly specify a recipient, such as all other members of the same team as the message sender. The target object can also be an object automatically determined based on the scene context, such as the closest collaborator to the sender or the object currently being interacted with.
[0081] In one specific embodiment, if the selected target options include a target option from the first-level option area, the target object is the object indicated by the target option in the first-level option area; if the selected target options do not include a target option from the first-level option area, the target object includes all other objects in the same team as the message sender. This logic enables automatic switching between targeted sending and team broadcasting: if a player selects a specific object (e.g., "teammate #3"), the message is only sent to that object; if the player does not select a specific object (e.g., only "Attack" + "Enemy Energy Tower"), the message is sent to the entire team.
[0082] Optionally, the message sender refers to the user who operates the multi-level option panel in the graphical user interface and triggers the message sending. A team refers to a collection of objects with collaborative relationships in the current scene; members of the same team can communicate with each other via messages. Team division can be automatically determined according to scene rules; for example, in a battle scene, users assigned to the same faction are grouped into one team. Teams can also be created by users themselves, for example, users can establish team relationships through the team-up function before entering the scene. Multiple teams can exist in a scene, and messages between teams are not shared by default; that is, messages within one team will not be sent to members of other teams. Furthermore, if a team member is offline when a message is sent, the system can either cache the message and push it when the member re-logs back online, or simply discard the message.
[0083] The sending of the aforementioned message content can be triggered in various ways. In one embodiment, sending the message content to the target object includes: responding to the end of the long press operation and sending the message content to the target object. This release-to-send method conforms to the habit of continuous one-handed operation; the message is automatically sent after the player releases their finger after completing the option selection. In particular, for the method where the user calls up a multi-level option panel by long-pressing a preset control, maintains the long press state, and slides on the screen to select the target option from each level of option area, and finally responds to the end of the long press operation to send the message content to the target object, the three steps of panel call-up, option selection, and message sending are integrated into a complete press-slide-release operation sequence, simplifying the entire quick message interaction process into a single continuous touch operation, reducing the total number of operation steps in the interaction process and the event processing overhead of the system.
[0084] Optionally, sending a message at the end of a long press operation is contingent upon the selection of a target option in at least one hierarchical option area. If the user does not select a candidate option in any hierarchical option area during the entire duration of the long press operation (e.g., the finger remains in the center blank area of the panel or the close control area), the system will not send a message at the end of the long press operation.
[0085] In another specific embodiment, sending the message content to the target object includes: responding to a confirmation operation or a preset gesture operation applied to the sending control, and then sending the message content to the target object. By setting the message sending triggering method to a confirmation operation or a preset gesture operation applied to the sending control, the system provides an explicit sending confirmation mechanism. After the user completes the selection of each level of options, an additional explicit confirmation operation is required to trigger message sending. This explicit confirmation mechanism adds a sending intent verification step at the event handling level, effectively preventing unexpected message sending due to unintentional user operations (such as accidentally touching an area outside the panel in click selection mode), reducing the error triggering rate of the message sending module, and reducing the additional processing overhead of message recall or correction due to erroneous sending.
[0086] Optionally, a send control refers to an interactive control element placed in or near a multi-level option panel to trigger message sending. A send control can be a button-like control displayed at the edge or bottom of the panel, displaying a send text label or send icon (such as an arrow-shaped icon). A send control can also be a confirmation button displayed in the center of the panel, highlighted after the user completes selections at each level to prompt the user to perform the send operation. A send control can also be a floating button outside the panel, located near the panel but not occupying the option display space within the panel. The send control may be unavailable (e.g., grayed out) when the panel is initially displayed, becoming available (e.g., highlighted) after the user selects at least one level of candidate options to indicate that there is currently a message to send. After the user performs a confirmation operation on the send control (e.g., click or tap), the system triggers the message sending process.
[0087] Optionally, in click-based interaction mode, the position and visual design of the send control need to be coordinated with the overall layout of the multi-level option panel. In a fan-shaped wheel structure, the send control can be placed in the center area of the wheel. When the center area of the panel is not used, the send control can occupy the central position so that the user can trigger the send by moving their finger from each level of option area towards the center. The send control can also be placed in a fixed position outside the panel, such as below or to the side of the panel, and the user can move their finger outside the panel to click the send control after making a selection. The size of the send control needs to be large enough to ensure that the user can accurately touch it, but it should not be too large to avoid obscuring the candidate options in the panel.
[0088] Optionally, after the message content is sent to the target, the received message content can be automatically displayed on the target's terminal device interface. If the message content is sent to a specific target, i.e., the selected target options include target options in the first-level option area, then the message content will only be displayed on the selected target's terminal device interface; if the message content is sent to all team members, i.e., the selected target options do not include target options in the first-level option area, then the message content will be displayed on the terminal devices of all other team members.
[0089] Optionally, after the message content is sent to the target object, the message content is also displayed in the sender's interface, allowing the sender to determine the complete instruction content sent in real time.
[0090] Optionally, the message content can be displayed in a fixed area of the interface, such as the center of the screen, to immediately attract attention. Alternatively, the display position can be dynamically determined from a blank area of the interface to minimize obstruction of the game screen and control controls.
[0091] In an optional implementation, the message content includes a text portion and an icon portion; the icon is determined based on the target option in the selected second-level option area, or based on the message content. By simultaneously including both text and icon portions in the message content, and establishing a connection between the method of determining the icon and the target option in the second-level option area or the overall message content, the message content possesses a dual information channel of textual semantic information and visual identification information when presented. The recipient can quickly identify the icon to obtain the core semantic type of the message without fully parsing the text content, reducing the cognitive processing load during message comprehension.
[0092] Optionally, the text portion is the part of the message content presented in text form, containing sentence text information assembled from the content of each target option according to a sentence template. The text portion may include text content such as the name of the target object, descriptive text of the action, and names of associated targets, arranged in the order and format defined in the sentence template. The text portion carries the complete semantic information of the message, allowing the recipient to obtain the full content conveyed by reading it. The font style, color, and size of the text portion can be differentiated according to the message type or urgency; for example, the text portion of alert messages can be displayed in a striking color, while the text portion of general notification messages uses a regular color.
[0093] Optionally, the identifier icon section is the part of the message content presented as a graphic icon, used to visually identify the type of message or the category of action. The identifier icon is a small graphic element, typically displayed before or beside the text portion of the message content. The identifier icon is determined based on the target option in the selected second-level option area. Specifically, the system searches for the corresponding icon resource from a pre-configured mapping table of actions and icons based on the specific action selected by the user in the action level. For example, when the selected action is "attack," the identifier icon is an attack icon (such as a sword icon); when the selected action is "retreat," the identifier icon is a retreat icon (such as a backward arrow icon); and when the selected action is "warning," the identifier icon is a warning icon (such as an exclamation mark icon). Specifically, the identifier icons can be managed and rendered using atlas technology, merging all action icons into a single texture atlas, with each icon corresponding to a specific UV coordinate area within the atlas. When an icon needs to be displayed, the system queries the corresponding icon resource ID based on the target option in the selected second-level option area and extracts the sub-texture of the corresponding area from the atlas for rendering. Icon resources can be preloaded into memory at game startup or loaded and cached on demand upon first use. Icons can also be determined based on the overall message content. For example, the system can select the icon that best matches the overall meaning of the message based on semantic analysis, or select a comprehensive icon based on the combined characteristics of various target options within the message. By adding icons to messages, leveraging the fact that graphic information is easier to process quickly and in parallel visually than text, message recipients can instantly identify the core intent of a message in complex game interfaces, even with only a glance or under pressure where careful reading is difficult (e.g., seeing a sword icon indicates an attack command). This significantly reduces the time required from receiving a message to understanding its key intent, substantially improving the team's collaborative reaction speed and combat efficiency in fast-paced scenarios. Simultaneously, icons, as efficient visual anchors, also reduce the visual search and cognitive burden for users locating and filtering specific types of messages within the information flow.
[0094] After sending the message content to the target object, in an optional implementation, the method further includes: displaying a multi-level option panel in the graphical user interface corresponding to the target object in response to a trigger operation on the received message content; and presetting the sender of the message content as the default selected object in the first-level option area of the multi-level option panel. By supporting trigger operations on the received message content in the receiver's graphical user interface to directly bring up the multi-level option panel and presetting the message sender as the default selected object in the first-level option area, the system skips the target object selection step in the first-level option area when the receiver initiates a reply operation. This reduces the number of interactive steps in the reply operation by one level of selection operation, reduces the interactive input steps and processing time required to reply to the message, and improves the interactive efficiency and response speed of message round-trip communication.
[0095] Optionally, the target object (i.e., the message recipient) can trigger the message content in several ways. The trigger operation can be clicking the message content area; after the recipient clicks the received message in the message display area of the graphical user interface, the system displays a multi-level option panel in the recipient's graphical user interface. The trigger operation can also be long-pressing the message content area; after the recipient long-presses the received message in the message display area, the multi-level option panel is brought up. The trigger operation can also be performing a swipe gesture on the message content; after the recipient swipes on the message in a specific direction, the multi-level option panel is brought up. The multi-level option panel brought up through trigger operations is structurally and functionally consistent with the multi-level option panel used by the sender, containing option areas at each level and corresponding candidate options.
[0096] Optionally, the sender of the message content can be preset as the default selected object in the first-level option area of a multi-level option panel. The system needs to extract the sender's identification information from the metadata of the received message content, then search for a candidate option matching the sender's identification in the candidate options of the first-level option area and set it as the default selected state. The default selected state can be visually represented by a highlighted effect, a selection border, or a selection mark, etc. The receiver can directly skip the selection steps in the first-level option area in the multi-level option panel and enter the second-level option area to continue selecting actions and subsequent options. The receiver can also modify the default selected object in the first-level option area, that is, deselect the sender and select other candidate options.
[0097] Optionally, in multi-round communication scenarios, the message sender and receiver can alternately use trigger actions to bring up a multi-level option panel and reply. Each time a reply is made, the system automatically presets the sender of the previous message as the default selected object, forming a continuous and fast communication link. This fast reply capability plays an important role in real-time scenarios that require close coordination, allowing team members to complete multiple rounds of information exchange with a few interactive steps without interrupting the current operation.
[0098] Optionally, in an embodiment of the above information processing method, displaying a multi-level option panel includes: displaying a first-level option area and a second-level option area when the multi-level option panel is initially displayed; and displaying a third-level option area in response to the selection of a target option in the second-level option area. In this way, by presenting only the first-level and second-level option areas during initial display, and delaying the display of the third-level option area until after the target option in the second-level option area is selected, the system reduces the number of interface elements that need to be loaded and drawn simultaneously during the initial rendering phase, lowering the initial rendering overhead of the graphical user interface and reducing the visual complexity of the initial interface, allowing the player to focus on the level that needs to be selected.
[0099] Optionally, when the multi-level option panel is initially displayed, the system simultaneously renders and presents the first-level and second-level option areas, while the third-level option area is hidden. All candidate options in the first and second-level option areas are loaded and available for user selection upon initial display. The candidate options in both levels of the option panel can be dynamically determined based on the context of the current scene. For example, the candidate options in the first-level option area can be determined based on the current team member list, and the candidate options in the second-level option area can be determined based on the list of supported actions in the current scene. The initial display can be triggered by user interaction with a specific control, system detection of a specific gesture, or automatic triggering when specific scene conditions are met.
[0100] Optionally, responding to the selection of a target option in the second-level option area means that the system detects that the user has selected a candidate option as the target option in the second-level option area, triggering the display of the third-level option area. The display position of the third-level option area can be adjacent to the selected target option in the second-level option area, so that the user can continue to make selections while maintaining the current operation state. The display of the third-level option area can also be accompanied by transition animation effects, such as an animation of expanding outward from the selected target option, a gradual fade-in animation, or a scaling animation from small to large. This staged display method allows the user to gradually focus on the selection process of each level, avoiding the situation of the interface information being too dense when all levels of options are presented at the same time.
[0101] In one specific embodiment, displaying a third-level option area in response to the selection of a target option in the second-level option area includes: determining candidate options associated with the target option in the third-level option area based on the selected target option in the second-level option area; and displaying the candidate options in the third-level option area. In this way, by dynamically determining the candidate options in the third-level option area based on the selected target option in the second-level option area, the system only needs to process the subset of data associated with the currently selected second-level target option during the loading of candidate options in the third level. This avoids the computational overhead of loading all candidate option data and then filtering, reducing the computational load of candidate option retrieval and rendering, and improving the display response speed and data processing efficiency of the third-level option area.
[0102] Optionally, there is a correlation between the candidate options displayed in the third-level option area and the selected target option in the second-level option area. Different second-level target options trigger different sets of third-level candidate options. For example, when the selected target option in the second-level option area is an offensive action, the candidate options displayed in the third-level option area could be enemy buildings and enemy characters. When the selected target option in the second-level option area is a defensive action, the candidate options displayed in the third-level option area could be friendly buildings and key locations. When the selected target option in the second-level option area is a warning action, the candidate options displayed in the third-level option area could include various targets from both friendly and enemy factions. This dynamic correlation mechanism is implemented by maintaining a mapping table between actions and associated targets at the data layer. After a second-level target option is selected, the system queries the mapping table to obtain the corresponding third-level candidate option data, and then renders the query results as visual elements in the third-level option area.
[0103] Optionally, after the third-level option area is displayed, users can continue to select target options in the third-level option area to complete the assembly of message content. If the user selects a different target option in the second-level option area, the system will update the candidate options in the third-level option area accordingly, that is, clear the original candidate options and load the candidate options associated with the newly selected second-level target option. Alternatively, users can select a target option in the second-level option area and trigger message sending directly without making any selections in the third-level option area. In this case, the message content is generated only based on the selected first- and second-level target options, according to the corresponding sentence assembly rules, and does not contain content from the third information category. This flexible interaction method allows users to determine the level of detail in the message according to their communication needs.
[0104] In one specific embodiment, determining candidate options associated with the selected target option in the third-level option area based on the selected target option in the second-level option area includes: searching for a set of candidate options corresponding to the selected target option in the second-level option area according to a pre-configured information category association mapping relationship; and determining candidate options associated with the target option in the third-level option area based on the candidate option set. In this way, by establishing a static mapping between the second-level target option and the third-level candidate option set through the pre-configured information category association mapping relationship, the system can directly locate the corresponding candidate option set through index or hash lookup when searching for associated candidate options, reducing the time complexity of the search process to constant level. This avoids the computational overhead required to traverse all candidate option data and determine the association one by one at runtime, thus improving the algorithm execution efficiency of the candidate option determination process.
[0105] Optionally, the information category association mapping relationship is a pre-established data structure stored in the system, used to describe the correspondence between each action in the second information category and each associated target in the third information category. In a specific embodiment, this mapping relationship is stored in memory in the form of a hash table, where the key of the hash table is a unique identifier of the second-level action (such as action ID), and the value is a list containing unique identifiers of all third-level target objects associated with that action (such as target ID). When it is necessary to "determine the candidate options associated with the selected target option in the third-level option area based on the selected target option in the second-level option area", the system performs the following steps: 1) Obtain the action ID of the selected action; 2) Use this action ID as the key to query the hash table; 3) The hash table directly returns the corresponding target ID list; 4) Based on this target ID list, the system obtains the corresponding target name, icon, and other information from the game entity management and renders it as a candidate option in the third-level option area. In addition to the faction-based (friendly / enemy) filtering rules described in the previous embodiments, the mapping relationship can also integrate rules based on other dimensions, such as: 1) Target state-based rules: For the "resurrection" action, the associated candidate option set only includes the IDs of friendly teammates who are currently "dead". 2) Distance or vision-based rules: For the "mark" action, the associated candidate option set only includes the IDs of entity targets within the sender's field of vision and at a distance less than a preset threshold (e.g., 50 meters).
[0106] Optionally, the process of finding the set of candidate options corresponding to the selected target option in the second-level option area refers to the system using the selected target option as the query condition to locate and extract the corresponding set of candidate options in the information category association mapping relationship. The search process can be implemented in constant-time complexity by using the unique identifier of the target option as the index key in a hash table. Alternatively, the search process can be implemented by traversing the mapping relationship table and matching the second-level option identifier field to obtain the corresponding set of third-level option records. The search process can also be implemented by starting from the second-level node in a tree data structure and traversing along the associated edges to reach all associated third-level nodes. The search result is a set of candidate options containing information about all third-level candidate options associated with the selected target option, including the candidate option's name, icon, type attributes, etc.
[0107] Optionally, determining the candidate options associated with the target option in the third-level option area based on the candidate option set means that the system uses the found candidate option set as the data source for the third-level option area and determines the candidate options that should ultimately be presented in the third-level option area. In one implementation, the system directly displays all candidate options in the candidate option set as candidate options in the third-level option area. In another implementation, the system can further filter the candidate option set, for example, excluding candidate options corresponding to target entities that have been eliminated or are no longer visible based on the real-time status of the current scene. In yet another implementation, the system can sort the candidate option set, for example, by the distance between the target and the user, by the priority attribute of the target, or by the alphabetical order of the target's name. The candidate options after filtering and sorting are determined as the final candidate options presented in the third-level option area.
[0108] Optionally, the information category association mapping relationship supports dynamic updates and expansion to adapt to changing needs in different scenarios and stages. When the scenario state changes, such as entering a new area or a new stage, the system can load a new information category association mapping relationship configuration corresponding to the current state, replacing or supplementing the original mapping relationship data. When adding a new behavior action type, new key-value pairs can be added to the mapping relationship to specify the set of candidate options for the associated target corresponding to the new behavior action. When it is necessary to adjust the scope of the associated target corresponding to a certain behavior action, the content of the candidate option set corresponding to that behavior action in the mapping relationship can be modified. Updates to the mapping relationship can take effect through hot updates without restarting the application, or through version updates to load the new configuration on the next startup. In addition, the information category association mapping relationship can also support conditional mapping, that is, the same behavior action corresponds to different sets of candidate options under different conditions (such as different scene areas, different user roles), and the system selects the matching mapping record based on the current condition parameters when searching.
[0109] In one specific embodiment, the information category association mapping relationship includes at least one of the following: the candidate option set corresponding to the first type of behavior description does not contain the behavior objectives of one's own faction; the candidate option set corresponding to the second type of behavior description does not contain the behavior objectives of the enemy faction; and the candidate option set corresponding to the third type of behavior description contains the behavior objectives of both one's own faction and the enemy faction. Thus, by using faction attributes as a key filtering dimension in the mapping relationship, the quick communication system can understand and follow the basic adversarial or cooperative rules within the game or application. This prevents the generation of logically contradictory or invalid messages (such as "attack our own base"), improving the rationality and usability of generated messages.
[0110] Optionally, the candidate option set corresponding to the first type of behavior description does not include the behavior target of the user's own faction. This type of mapping rule is often used to define explicit offensive or adversarial commands. For example, in strategy games or MOBAs (Multiplayer Online Battle Arena) games, behaviors such as "attack," "focus fire," and "push" are essentially aimed at units that are not friendly. When pre-configuring the mapping relationship, this can be achieved by adding a "Faction" or "Team" field to the data model of the target entity. When the system determines the third-level options for the "attack" behavior, it iterates through all possible attack targets (such as all visible units and buildings), but only adds the entity IDs whose "Faction" field is not equal to the user's own faction to the candidate set. This ensures that the commands issued through this interaction process are logically self-consistent, avoids the paradox of sending attack commands to teammates, and improves the accuracy of communication.
[0111] Optionally, the candidate option set corresponding to the second type of behavior description does not include the behavior target of the enemy faction. This type of rule is usually used to define defensive, supportive, or internal management instructions. For example, behaviors such as "heal," "give equipment," "enhance," and "repair" should apply to friendly units. Configuring this type of mapping also relies on the faction identifier of the target entity. In some cases, the definition of "friendly" can be more granular, such as the same squad or the same guild. By forcibly excluding enemy targets, the system guides users to make logical choices, reducing invalid or confusing messages caused by misselections and optimizing team collaboration.
[0112] Optionally, the candidate option set corresponding to the third type of behavior description includes behavioral targets from both friendly and enemy factions. This type of rule applies to general instructions where the target's directionality is not faction-dependent, or where it requires indicating location or object. For example, behaviors like "mark," "pay attention," and "go" might involve a user marking an enemy hero to warn teammates, or marking a friendly stronghold to indicate a rendezvous point. Similarly, in some social or observational scenarios, the target of the "observe" or "view" behavior can be any character on the field. For these behaviors, the mapping configuration associates a broader, unfiltered list of basic targets. When determining candidate options, the system includes entities from both sides that meet the criteria. To help users differentiate, different colored borders, icon badges, or text prefixes can be used in the UI to distinguish between friendly and enemy options (e.g., red for enemy, green for friendly). This approach provides maximum flexibility, allowing users to convey information using the same shortcut format in various contexts.
[0113] Optionally, faction rules are just one business logic dimension in the information category association mapping relationship. In practical applications, the mapping relationship can integrate more diverse filtering and conditional judgment rules, which work together to determine the final set of candidate options. For example, in addition to faction, it may include: class or role type rules (e.g., the "healing" action only associates with "tank" and "DPS" allies), status rules (e.g., the "resurrection" action only associates with fallen teammates), distance or vision rules (e.g., only displaying targets within a certain range), and game mode rules (e.g., hiding certain targets in certain modes). These rules can exist in combination. In implementation, the mapping relationship configuration can support declarative rule expressions. When the system processes an action, it parses and executes all the rules associated with it, filtering the global target pool layer by layer, and finally obtaining a precise candidate list. This highly configurable mapping system allows the quick communication function to be deeply integrated into the core gameplay of different applications, providing context-sensitive intelligent options.
[0114] Optionally, in an embodiment of the above information processing method, the method further includes: responding to the selection of a candidate option in the current level option area, adjusting the display position of the next level option area to be near the selected candidate option. In this way, by dynamically adjusting the display position of the next level option area to be near the selected candidate option in the current level, the distance the user's finger or pointer needs to move during continuous selection is shortened. The system dynamically calculates the rendering position of the next level option area based on the coordinates of the currently selected position, making the interface layout adapt to the user's operation trajectory. This reduces the amount of input device displacement required when the user selects between different level option areas, reduces the operation time and probability of accidental touches in continuous interactive operations, and improves the interaction efficiency in the multi-level option selection process.
[0115] For example, after selecting an option on wheel 1, wheel 2 will move to the vicinity of the selected item and appear on the finger's movement path; after selecting an option on wheel 2, wheel 3 will appear near the selected item on wheel 2 and appear on the finger's movement path. This dynamic positioning adjustment reduces the distance the player's finger needs to move, improving operational efficiency.
[0116] In one implementation, within the fan-shaped wheel structure, when an option in the first level (inner layer) is selected, the entire fan-shaped ring of the second level (middle layer) rotates, aligning the corresponding middle-layer area with the finger position. When an option in the second level is selected, the fan-shaped ring of the third level (outer layer) rotates accordingly, aligning the associated target option with the finger position. This dynamic adjustment is achieved by calculating the angular position of the selected option and rotating the corresponding area of the next level to a position close to that angle.
[0117] In another implementation, in the list structure, after selecting an option in the first level (inner layer), the list panel of the second level (middle layer) scrolls to a position horizontally aligned with the selected candidate option. After selecting an option in the second level, the list panel of the third level (outer layer) scrolls to a position horizontally aligned with the selected candidate option in the second level.
[0118] In another implementation, for a multi-level grid-structured option panel, the adjustment method can be to move the next level grid panel to a position near the row or column where the selected candidate option is located.
[0119] Optionally, the display position adjustment of the next-level option area can be repeated each time a candidate option in the current level is reselected. For example, if the user first selects candidate option A at the top of the panel in the first-level option area, the second-level option area will then be positioned near candidate option A. Subsequently, if the user changes their selection and selects candidate option B at the bottom of the panel, the second-level option area will again be positioned near candidate option B. This real-time, following position adjustment ensures that the next-level option area is always near the user's current focus.
[0120] Optionally, the trigger conditions and adjustment range for display position adjustment can be configured according to different implementation requirements. In scenarios involving continuous swipe selection, the trigger condition can be set to adjust the selection after the user's finger stays on the current level candidate option for more than a preset time. In scenarios involving click selection, the trigger condition can be set to adjust the selection immediately after the user clicks the current level candidate option, or after the user explicitly confirms the selection. The adjustment range can be determined based on the angle difference or distance difference between the selected candidate option and the initial position of the next level option area; the larger the angle difference or distance difference, the larger the adjustment range.
[0121] Optionally, in an embodiment of the above information processing method, before sending the message content to the target object, the method further includes: visually differentiating the selected target option in each level of the option area; responding to the selection operation of other candidate options in each level of the option area and re-determining the selected target option; visually differentiating the newly selected target option; and canceling the visually differentiating display of the replaced original target option. In this way, through real-time, dynamic visual feedback, the user is clearly shown the status of the currently selected option and the change process when modifying the option, enhancing the visibility and controllability of the interaction. Users can confirm their selection combination at any time and easily correct errors by reselecting, improving the error tolerance of the interaction and the user experience.
[0122] Optionally, visual differentiation refers to the system using a different display effect for the selected target option compared to the unselected candidate options to visually highlight the selected state. Visual differentiation can include changing the background color of the selected target option, such as changing it from the default gray to a bright blue or green. It can also include adding a border or halo effect to the edge of the selected target option to make it more prominent in the panel. Furthermore, it can include changing the size of the selected target option (e.g., slightly enlarging it), changing its transparency (e.g., making unselected options semi-transparent while keeping selected options completely opaque), or overlaying a selection marker icon (e.g., a checkmark icon) on top of it. Visual differentiation is triggered immediately when the target option is selected and immediately reverts to the default visual state when the target option is deselected.
[0123] Optionally, reselecting the target option can be achieved by the user clicking on a previously unselected candidate option in a certain level of option area. The system then sets that candidate option as the new target option for that level, while simultaneously deselecting the previously selected target option in that level. Alternatively, the user can slide their finger back to a certain level of option area in swipe mode and hover over different candidate options. Reselecting the target option does not require the user to perform an additional deselection action; the system automatically replaces the original selection with the new selection when it detects a new candidate option selected in the same level. Reselection can occur in option areas at any level, allowing the user to independently modify the selection result at any level without affecting the selection results at other levels. When modifying the selection result at the second level, if a candidate option at the third level has already been selected, it means that after reselecting the candidate option at the second level, the candidate option at the third level may need to be automatically deselected, and the candidate option list at the third level associated with the modified option needs to be updated.
[0124] Optionally, in an embodiment of the above information processing method, the multi-layer option panel further includes a close control. Before sending the message content to the target object, the method further includes: responding to a triggering operation on the close control, closing the multi-layer option panel without sending the message content. By providing a close control, players are given a way to cancel their actions. When a player accidentally triggers the option panel or changes their communication intent, they can close the panel by clicking the close control (usually located in the center or edge of the panel), terminating the current communication process without sending any message.
[0125] Optionally, a close control refers to an interactive control element placed in or near a multi-level options panel to close the panel and cancel the current operation. The close control can be placed in the center of the multi-level options panel, such as the central circular area of the wheel in a fan-shaped wheel structure. It can also be placed in a corner of the panel, such as the upper left or upper right corner. Furthermore, it can be placed near a preset control that triggers the panel's display, such as adjacent to a dialog button. The visual representation of the close control can be a cross icon, a circular cancel button, or a button labeled "cancel." The touch-sensitive area of the close control can be set to the same area as its visual element or to a slightly larger area to improve touch tolerance. The close control remains visible and interactive throughout the multi-level options panel's display, and the user can cancel the operation at any time by triggering it.
[0126] Figures 3-7 This is an application of the publicly disclosed information processing method in a specific game scenario. In a multiplayer online battle scenario, players press and hold the "Chat" button to bring up the quick communication wheel. When the wheel is brought up, the first-level wheel and the second-level wheel are displayed by default. The third-level wheel will only be displayed after the player selects a predicate on the second-level wheel. The wheel includes: Wheel 1 (the first fan-shaped area immediately next to the "Chat" button): Used to select the recipient to whom the message is sent; the options are different players' avatars. Roulette 2 (the second fan-shaped area outside Roulette 1): Used to select a specific action. The options are icons corresponding to the actions. Different actions correspond to different icons, making it easy for players to identify them. Close button (near the "Talk" button): Return your finger to this area to cancel the wheel.
[0127] Players hold their finger down and slide it across different options on different wheels to form sentences. Once the finger enters a different wheel area, it can be swiped left or right to select an option. For example, after entering wheel 2, the finger can be swiped left or right to select an option on wheel 2. The position of the wheels adapts to the player's finger placement for easy and intuitive operation. Selecting an option on wheel 1 will cause wheel 2 to move to the vicinity of the selected item, appearing along the finger's movement path. Similarly, selecting an option on wheel 2 will cause wheel 3 to appear near the selected option on wheel 2, also appearing along the finger's movement path.
[0128] Once the player selects an option and releases their finger, a quick message is sent and the wheel disappears.
[0129] The interface of the player and the player receiving the message will clearly display the following format message: [Warning icon] Player No. 3's name - Target name.
[0130] In this embodiment, the player can bypass wheel 1 and directly select the content of wheel 2. The player's finger can slide out from the blank space in the middle of the first wheel and enter the area of wheel 2. After entering, the player can slide left or right to select the options on wheel 2; or the player can select only the options on wheel 1 or only the options on wheel 2.
[0131] In this embodiment, the sentence formation rules are as follows: a) When the subject, verb, and object are all present: Subject (Player) + Verb (Action) + Object (Target) = Icon representing the action + Player name + Action + Target name Example: [Warning icon][Player's name] Watch out for our energy towers! b) Case with only a subject and a predicate: Subject (player) + Verb (action) = Icon representing the action + Player name + Action Example: [Retreat icon][Player's name] Retreat! c) Cases with only a predicate and an object: Predicate (action) + Object (goal) = Icon representing the action + Action + Goal name Example: [Attack Icon] Attack the enemy's energy tower! d) Case with only a predicate: Predicate (behavior) = Icon representing the behavior + Behavior Example: [Retreat icon] Retreat! e) When only a subject is present, automatically complete the sentence (consistently determining the position of this object): Subject (Player) = Location icon + Player name Example: [Coordinate icon] Note the location of [Player's name]! Corresponding to the above method embodiments, this invention provides an information processing device, see [link to previous document]. Figure 8 In an optional embodiment, the device includes: a display module for displaying a multi-level option panel in a graphical user interface, the multi-level option panel including at least two level option areas, each level option area corresponding to a different information category, and each level option area containing at least one candidate option associated with the corresponding information category; an option determination module for determining the selected target option from each level option area in response to a selection command; a message generation module for generating corresponding message content according to preset sentence composition rules based on each selected target option and the information category corresponding to each target option; and a message sending module for sending the message content to the target object.
[0132] In an optional implementation, at least two hierarchical option areas include a first-level option area, a second-level option area, and a third-level option area; the first-level option area corresponds to a first information category, which is used to characterize the target object of message sending; the second-level option area corresponds to a second information category, which is used to characterize the action; and the third-level option area corresponds to a third information category, which is used to characterize the associated target corresponding to the action.
[0133] In an optional implementation, the display module includes: an instruction response unit for responding to a communication initiation instruction and displaying a multi-layer option panel at a specified location in the graphical user interface.
[0134] In an optional implementation, the multi-level option panel is a multi-level fan-shaped wheel structure centered at a specified location, with each level of option area located on a fan-shaped ring of different radii.
[0135] In an optional implementation, the instruction response unit is specifically used to: display a multi-layer option panel at the touch point location of the long press operation in response to a long press operation of a preset control in the graphical user interface; or, display a multi-layer option panel at the touch point location of the preset gesture operation in response to a preset gesture operation detected in the graphical user interface.
[0136] In an optional implementation, the display module includes: an initial display unit for displaying a first-level option area and a second-level option area when the multi-level option panel is initially displayed; and an extended display unit for displaying a third-level option area in response to the selection of a target option in the second-level option area.
[0137] In an optional implementation, the extended display unit includes: a candidate option determination subunit, used to determine candidate options associated with the target option in the third-level option area based on the target option selected in the second-level option area; and a candidate option display subunit, used to display the candidate options in the third-level option area.
[0138] In an optional implementation, the candidate option determination subunit is specifically used to: find a set of candidate options corresponding to the selected target option in the second-level option area according to a pre-configured information category association mapping relationship; and determine the candidate options associated with the target option in the third-level option area according to the set of candidate options.
[0139] In optional implementations, the information category association mapping relationship includes at least one of the following: the candidate option set corresponding to the first type of behavior description does not contain the behavior objectives of the friendly camp; the candidate option set corresponding to the second type of behavior description does not contain the behavior objectives of the enemy camp; and the candidate option set corresponding to the third type of behavior description contains the behavior objectives of both the friendly camp and the enemy camp.
[0140] In an optional implementation, the display module includes a position adjustment unit, which adjusts the display position of the next level option area to be near the selected candidate option in response to the selection of a candidate option in the current level option area.
[0141] In an optional implementation, the option determination module is specifically used to: respond to a swipe operation while holding a long press, and determine the selected target options based on the hierarchical option areas and candidate options traversed by the swipe trajectory.
[0142] In an optional implementation, the option determination module includes: a dwell detection unit, used to detect the dwell time of the touch position of the swipe operation in each candidate option area; and a selection confirmation unit, used to confirm that the candidate option is selected if the dwell time exceeds a preset duration threshold.
[0143] In an optional implementation, the message sending module is specifically used to: respond to the end of the long press operation and send the message content to the target object.
[0144] In an optional implementation, the option determination module is specifically used to: respond to click operations applied to candidate options in each level of option area, and determine the selected target option from each level of option area.
[0145] In an optional implementation, the message sending module is specifically used to: respond to a confirmation operation or a preset gesture operation applied to the sending control, and send the message content to the target object.
[0146] In an optional implementation, the message generation module includes: a combination pattern determination unit, used to determine the combination pattern of the information category corresponding to each selected target option; a template selection unit, used to select a target sentence template that matches the combination pattern from a plurality of pre-configured sentence templates according to the combination pattern; and a content filling unit, used to fill the content of each selected target option into the target sentence template to generate message content.
[0147] In optional implementations, the multiple sentence templates include at least two of the following: a first sentence template, corresponding to a combination pattern that simultaneously includes a first information category, a second information category, and a third information category; a second sentence template, corresponding to a combination pattern that includes a first information category and a second information category; a third sentence template, corresponding to a combination pattern that includes a second information category and a third information category; a fourth sentence template, corresponding to a combination pattern that only includes the second information category; and a fifth sentence template, corresponding to a combination pattern that only includes the first information category.
[0148] In an optional implementation, the message content includes a text portion and an icon portion; the icon is determined based on the target option in the selected second-level option area, or based on the message content.
[0149] In an optional implementation, if the selected target options include a target option in the first-level option area, the target object is the object indicated by the target option in the first-level option area; if the selected target options do not include a target option in the first-level option area, the target object includes all other objects in the same team as the message content sender.
[0150] In an optional implementation, the apparatus further includes: a differentiation display module, used to visually differentiate the selected target option in each level of the option area before sending the message content to the target object; a reselection module, used to re-determine the selected target option in response to the selection operation of other candidate options in each level of the option area; the differentiation display module is also used to visually differentiate the newly selected target option and to cancel the visual differentiation display of the replaced original target option.
[0151] In an optional implementation, the multi-level option panel further includes a close control, and the device further includes a close module for responding to a triggering operation on the close control before sending message content to the target object, closing the multi-level option panel without sending message content.
[0152] In an optional embodiment, the device further includes: a receiving response module, used to display a multi-level option panel in the graphical user interface corresponding to the target object in response to a triggering operation on the received message content; and a default setting module, used to preset the sender of the message content as the default selected object in the first-level option area of the multi-level option panel.
[0153] The information processing apparatus provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts not mentioned in the apparatus embodiments can be referred to the corresponding content in the aforementioned method embodiments.
[0154] It should be noted that although several units / modules or sub-units / modules of the device have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments of the present invention, the features and functions of two or more units / modules described above can be embodied in one unit / module. Conversely, the features and functions of one unit / module described above can be further divided and embodied by multiple units / modules.
[0155] This invention also provides an electronic device, such as... Figure 9As shown, the electronic device includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement any information processing method of the embodiments of this disclosure. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.
[0156] Figure 9 This is a schematic diagram of the structure of an electronic device. The electronic device 1100 includes a processor 1101 with one or more processing cores, a memory 1102 with one or more computer-readable storage media, and a computer program stored in the memory 1102 and executable on the processor. The processor 1101 and the memory 1102 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0157] The processor 1101 is the control center of the electronic device 1100. It connects various parts of the electronic device 1100 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 1102, and calling data stored in the memory 1102, it executes various functions of the electronic device 1100 and processes data, thereby performing overall monitoring of the electronic device 1100.
[0158] Optionally, the electronic device 1100 further includes: a touch display screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch display screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107. Those skilled in the art will understand that... Figure 9 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0159] This invention also provides a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute any information processing method of this disclosure embodiment when run by a processor. For specific implementation methods and the resulting technical effects, please refer to the method embodiments, which will not be repeated here.
[0160] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. 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.
[0161] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0162] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. An information processing method, characterized in that, The method includes: A multi-level option panel is displayed in a graphical user interface. The multi-level option panel includes at least two level option areas, each level option area corresponds to a different information category, and each level option area contains at least one candidate option associated with the corresponding information category. In response to a selection command, the selected target option is determined from the various hierarchical option areas; Based on the selected target options and the information category corresponding to each target option, generate the corresponding message content according to the preset sentence combination rules; The message content is sent to the target object.
2. The method according to claim 1, characterized in that, The at least two hierarchical option areas include a first-level option area, a second-level option area, and a third-level option area; The first level option area corresponds to the first information category, which is used to characterize the target object of the message sending; The second-level option area corresponds to the second information category, which is used to represent behavioral actions; The third-level option area corresponds to a third information category, which is used to characterize the associated target corresponding to the behavior.
3. The method according to claim 1, characterized in that, The method of displaying a multi-layered option panel in a graphical user interface includes: In response to a communication initiation command, the multi-layered option panel is displayed at a specified location in the graphical user interface.
4. The method according to claim 3, characterized in that, The multi-level option panel is a multi-level fan-shaped wheel structure centered on the specified position, with each level of option area located on a fan-shaped ring of different radii.
5. The method according to claim 3, characterized in that, The response communication initiation command displays the multi-layered option panel at a specified location in the graphical user interface, including: In response to a long press operation on a preset control in the graphical user interface, the multi-layered option panel is displayed at the touch point of the long press operation; or, In response to a preset gesture operation detected in the graphical user interface, the multi-layer option panel is displayed at the touch point location of the preset gesture operation.
6. The method according to claim 2, characterized in that, The multi-layer option panel includes: When the multi-level option panel is initially displayed, the first-level option area and the second-level option area are displayed; When a target option in the second-level option area is selected, the third-level option area is displayed.
7. The method according to claim 6, characterized in that, When the target option in the second-level option area is selected, the third-level option area is displayed, including: Based on the target option selected in the second-level option area, determine the candidate options associated with the target option in the third-level option area; The candidate options are displayed in the third-level option area.
8. The method according to claim 7, characterized in that, The step of determining the candidate options associated with the target option in the third-level option area based on the selected target option in the second-level option area includes: Based on the pre-configured information category association mapping relationship, find the set of candidate options corresponding to the selected target option in the second-level option area; Based on the set of candidate options, determine the candidate options associated with the target option in the third-level option region.
9. The method according to claim 8, characterized in that, The information category association mapping relationship includes at least one of the following: The candidate option set corresponding to the first type of behavior description does not include the behavior objectives of one's own faction; The candidate option set corresponding to the second type of behavior description does not include the behavior objectives of the enemy camp; The third type of behavior description corresponds to a set of candidate options that includes the behavioral objectives of both the friendly and enemy factions.
10. The method according to claim 2, characterized in that, The method further includes: When a candidate option in the current level option area is selected, the display position of the next level option area is adjusted to be near the selected candidate option.
11. The method according to claim 5, characterized in that, The step of determining the selected target option from the various hierarchical option areas in response to a selection command includes: In response to a swipe operation while holding down the button, the selected target option is determined based on the hierarchical option area and candidate options traversed by the swipe trajectory.
12. The method according to claim 11, characterized in that, The step of determining the selected target options based on the hierarchical option areas and candidate options traversed by the sliding trajectory includes: The duration of the touch position of the sliding operation within each candidate option area is detected; If the dwell time exceeds a preset time threshold, the candidate option is confirmed to be selected.
13. The method according to claim 11, characterized in that, Sending the message content to the target object includes: Upon completion of the long press operation, the message content is sent to the target object.
14. The method according to claim 1, characterized in that, The step of determining the selected target option from the various hierarchical option areas in response to a selection command includes: The system responds to click operations applied to candidate options in each of the hierarchical option areas, and determines the selected target option from each of the hierarchical option areas.
15. The method according to claim 14, characterized in that, Sending the message content to the target object includes: In response to a confirmation operation or a preset gesture operation applied to the send control, the message content is sent to the target object.
16. The method according to claim 2, characterized in that, The step of generating corresponding message content according to preset sentence combination rules includes: Determine the combination pattern of the information categories corresponding to each selected target option; According to the combination pattern, a target sentence template that matches the combination pattern is selected from a plurality of pre-configured sentence templates; The content of each selected target option is filled into the target sentence template to generate the message content.
17. The method according to claim 16, characterized in that, The multiple sentence templates include at least two of the following: The first set of sentence templates corresponds to a combination pattern that simultaneously includes the first information category, the second information category, and the third information category; The second set of sentence templates corresponds to a combination pattern that includes the first information category and the second information category; The third set of sentence templates corresponds to a combination pattern that includes the second information category and the third information category; The fourth set of sentence templates corresponds to a combination pattern that only contains the second information category; The fifth set of sentence templates corresponds to a combination pattern that only contains the first information category.
18. The method according to claim 2, characterized in that, The message content includes a text portion and an icon portion; The identifier icon is determined based on the target option in the selected second-level option area, or based on the message content.
19. The method according to claim 2, characterized in that, If the selected target options include a target option from the first level option area, the target object is the object indicated by the target option from the first level option area. If none of the selected target options are from the first-level option area, the target objects include all other objects that are on the same team as the sender of the message content.
20. The method according to claim 1, characterized in that, Before sending the message content to the target object, the method further includes: The selected target options in each of the aforementioned hierarchical option areas are displayed with visual differentiation; In response to the selection operation of other candidate options in the respective hierarchical option areas, the selected target option is redefined; Display visual differentiation for the selected new target option; Cancel the visual differentiation display of the original target option that was replaced.
21. The method according to claim 1, characterized in that, The multi-layered option panel also includes a close control. Before sending the message content to the target object, the method further includes: In response to the triggering operation of the close control, the multi-layer option panel is closed without sending the message content.
22. The method according to claim 2, characterized in that, The method further includes: In the graphical user interface corresponding to the target object, the multi-layer option panel is displayed in response to the triggering operation of the received message content; The sender of the message content is preset as the default selected object in the first-level option area of the multi-level option panel.
23. An information processing device, characterized in that, The device includes: The display module is used to display a multi-level option panel in a graphical user interface. The multi-level option panel includes at least two level option areas, each level option area corresponds to a different information category, and each level option area contains at least one candidate option associated with the corresponding information category. The option determination module is used to determine the selected target option from the various level option areas in response to a selection command; The message generation module is used to generate corresponding message content according to preset sentence combination rules based on the selected target options and the information categories corresponding to each target option. The message sending module is used to send the message content to the target object.
24. An electronic device, characterized in that, include: Memory stores computer-executable instructions that can be executed by a processor; A processor for executing the computer-executable instructions to implement the method as claimed in any one of claims 1-23.
25. A computer-readable storage medium, characterized in that, The device contains a computer program that, when executed by a processor, implements the method as described in any one of claims 1-23.